Thrive Game Development
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Thrive Game Development

Development of the evolution game Thrive.
 
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» THIS FORUM IS NOW OBSOLETE
PPG- Procedural Planet Generator - Page 5 Emptyby NickTheNick Sat Sep 26, 2015 10:26 pm

» To all the people who come here looking for thrive.
PPG- Procedural Planet Generator - Page 5 Emptyby NickTheNick Sat Sep 26, 2015 10:22 pm

» Build Error Code::Blocks / CMake
PPG- Procedural Planet Generator - Page 5 Emptyby crovea Tue Jul 28, 2015 5:28 pm

» Hello! I can translate in japanese
PPG- Procedural Planet Generator - Page 5 Emptyby tjwhale Thu Jul 02, 2015 7:23 pm

» On Leave (Offline thread)
PPG- Procedural Planet Generator - Page 5 Emptyby NickTheNick Wed Jul 01, 2015 12:20 am

» Devblog #14: A Brave New Forum
PPG- Procedural Planet Generator - Page 5 Emptyby NickTheNick Mon Jun 29, 2015 4:49 am

» Application for Programmer
PPG- Procedural Planet Generator - Page 5 Emptyby crovea Fri Jun 26, 2015 11:14 am

» Re-Reapplication
PPG- Procedural Planet Generator - Page 5 Emptyby The Creator Thu Jun 25, 2015 10:57 pm

» Application (programming)
PPG- Procedural Planet Generator - Page 5 Emptyby crovea Tue Jun 23, 2015 8:00 am

» Achieving Sapience
PPG- Procedural Planet Generator - Page 5 Emptyby MitochondriaBox Sun Jun 21, 2015 7:03 pm

» Microbe Stage GDD
PPG- Procedural Planet Generator - Page 5 Emptyby tjwhale Sat Jun 20, 2015 3:44 pm

» Application for Programmer/ Theorist
PPG- Procedural Planet Generator - Page 5 Emptyby tjwhale Wed Jun 17, 2015 9:56 am

» Application for a 3D Modeler.
PPG- Procedural Planet Generator - Page 5 Emptyby Kaiju4u Wed Jun 10, 2015 11:16 am

» Presentation
PPG- Procedural Planet Generator - Page 5 Emptyby Othithu Tue Jun 02, 2015 10:38 am

» Application of Sorts
PPG- Procedural Planet Generator - Page 5 Emptyby crovea Sun May 31, 2015 5:06 pm

» want to contribute
PPG- Procedural Planet Generator - Page 5 Emptyby Renzope Sun May 31, 2015 12:58 pm

» Music List Thread (Post New Themes Here)
PPG- Procedural Planet Generator - Page 5 Emptyby Oliveriver Thu May 28, 2015 1:06 pm

» Application: English-Spanish translator
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» Want to be promoter or project manager
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» A new round of Forum Revamps!
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 PPG- Procedural Planet Generator

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+22
Daniferrito
ExtraSolar
Holomanga
GamerXA
Deathbite42
Tenebrarum
Pezzalis
ido66667
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Bashinerox
Invader
Noitulove
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eumesmo
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maker.of.light
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~sciocont
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ExtraSolar
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ExtraSolar


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PPG- Procedural Planet Generator - Page 5 Empty
PostSubject: Re: PPG- Procedural Planet Generator   PPG- Procedural Planet Generator - Page 5 EmptyThu Mar 28, 2013 3:50 pm

Sent.

Yeah, for the sake of simplicity, I modeled atmospheres as one homogenous unit. This will definitely be a problem if we want to have organisms above the troposphere/on gas giants. (Are we doing gas giant organisms? Because the habitability checks assume a terrestrial planet)
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~sciocont
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~sciocont


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PostSubject: Re: PPG- Procedural Planet Generator   PPG- Procedural Planet Generator - Page 5 EmptyThu Mar 28, 2013 3:57 pm

ExtraSolar wrote:
Sent.

Yeah, for the sake of simplicity, I modeled atmospheres as one homogenous unit. This will definitely be a problem if we want to have organisms above the troposphere/on gas giants. (Are we doing gas giant organisms? Because the habitability checks assume a terrestrial planet)
Gas giant planets were considered, but we won't focus on them until we have a stable terrestrial game. Could you write up a little key to the yEd chart explaining what some of the abbreviations are. and what red, green, and blue lines mean?
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ExtraSolar
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PostSubject: Re: PPG- Procedural Planet Generator   PPG- Procedural Planet Generator - Page 5 EmptyThu Mar 28, 2013 4:24 pm

I've got a rough key to the side of the main graph, but I'll write it here too

S prefixes indicate star attributes
P prefixes indicate planet attributes
M prefixes indicate satellite attributes
PA is for Planetary Atmosphere
MA is for Satellite Atmosphere

Circular Nodes indicate values that are determined entirely by input from other values.
Rectangular Nodes indicate values that are determined semi-randomly with input from a RNG. In the Planet Editor, these values would likely be able to be tweaked by user input by manipulating the random input.
Nodes with a blue background are used in habitability checks,

Red lines indicate that one value puts a maximum cap on another.
Blue lines indicate that one value influences the other, but there is a random element involved.
Green lines indicate that one value directly dictates another, with no random element involved.

S Metal is Star Metallicity
S Lumin is Star Luminosity
P Number and M Number are the number of Planets/Belts around the star and number of Moons/Rings around the planet, respectively
Orbit T is Obit Time, or Year
Orbit E is Orbit Eccentricity
Orbit D is Orbit Distance
Comp stands for Composition
Dense stands for Density (Rather, pressure at sea-level)
Green stands for Greenhouse Gas Concentration
PM Mass Ratio is the ratio between the masses of the Planet and Satellite
M Tidal Flex is the measure of how much tidal flexing the satellite receives, as influenced by PM Mass Ratio and it's orbit eccentricity. High numbers will increase geological processes and the mean temperature of the body.
Rot T is Rotation Time, or Day
Rot A is Rotation Angle, or Axis Tilt
Rads stands for Radiation at Surface (We may get rid of this variable and it's Satellite equivalent if we don't want to model ionizing radiation)
Temp Mean is the mean temperature of the body
Temp Grade is the map of temperature variation over latitude over time

I'm pretty sure that's it. If you have any other questions, feel free to ask.
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~sciocont
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~sciocont


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PostSubject: Re: PPG- Procedural Planet Generator   PPG- Procedural Planet Generator - Page 5 EmptyThu Mar 28, 2013 5:10 pm

That's good. I just added a key under the main chart.
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ExtraSolar
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PostSubject: Re: PPG- Procedural Planet Generator   PPG- Procedural Planet Generator - Page 5 EmptyTue Apr 16, 2013 5:05 pm

I've been putting some thought into what sort of stars we would want to represent, and what sort of presets we would want. I've done some work on this, but I wanted to post it up in case I missed something. My big question is whether we should include variable stars.

Let me show you the list so far:

Main Sequence (The vast majority of stars populating the galaxy, and hosts for almost all player-worlds)

O: An upper-range blue star, the hottest and largest of the main sequence, rare
OB: (not an actual class) A lower-range blue star, closer to the border between O and B
B: A blue-white star
A: A white star
F: A white-yellow star
G: A yellow star, much like our sun
K: An orange star
KM: (not an actual class) An upper-range red star, closer to the border between K and M, common. aka Red Dwarf
M: A lower-range red star, the coolest and smallest of the main sequence, common. aka Red Dwarf

Giants (Larger stars, typically evolved main sequence stars)

Standard Red: A typical Red Giant
Red Clump: A type of Red Giant notable for stable luminosity
Asymptotic Branch: A late-stage Red Giant
Standard Blue: A typical Blue Giant
Horizontal Branch: A late-stage Blue Giant
Blue Straggler: A high-mass blue star that has not evolved

Supergiants (Very large stars, the source of heavier elements, often unstable)

Blue: A typical Blue Supergiant
Red: A typical Red Supergiant, often evolved from a blue one

Hypergiants (Incredibly large stars, unstable, with fierce solar winds)

Blue: A typical Blue Hypergiant
Red: A typical Red Hypergiant, the largest stars in the galaxy

Other Stars (Exotic, Degenerate, and Pre/Post-fusion stars)

Wolf-Rayet: A large, very hot star that is rapidly losing mass
Hot White Dwarf: A White Dwarf on the hotter, brighter end of the spectrum, relatively young. The remains of a lower-mass star.
Cool White Dwarf: A White Dwarf on the cooler, dimmer end of the spectrum, relatively old. The remains of a lower-mass star.
Brown Dwarf: A failed star, too small to perform fusion.
Neutron Star: A hyper-dense object produced from the death of a high-mass star. Rotates quickly and has a strong magnetic field.
Black Hole: A hyper-dense object produced from the death of a very high-mass star, dense enough to prevent light escaping from its gravity well.
Quark Star: A mostly theoretical, hyper-dense object formed from a massive Neutron Star. Incredibly rare.
Protostar: A star in the process of formation, found inside certain nebulae.

(27 presets so far)
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~sciocont
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PostSubject: Re: PPG- Procedural Planet Generator   PPG- Procedural Planet Generator - Page 5 EmptyTue Apr 16, 2013 6:15 pm

Quote :
(27 presets so far)
Try to keep the number of presets low. We can cut complexity by compressing main sequence stars into one group which ranges through the individual classes in mass, color, and luminosity. We'll most likely be playing around F, G, K, and M stars.
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ExtraSolar
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PostSubject: Re: PPG- Procedural Planet Generator   PPG- Procedural Planet Generator - Page 5 EmptyTue Apr 16, 2013 6:38 pm

~sciocont wrote:
Quote :
(27 presets so far)
Try to keep the number of presets low. We can cut complexity by compressing main sequence stars into one group which ranges through the individual classes in mass, color, and luminosity. We'll most likely be playing around F, G, K, and M stars.

Hmm. Good idea. I was trying to strike a balance between variety and simplicity, but I think with a little work/math we could pull off compressing Main Sequence down to a function. We might even see better results from it, since they compose 90% of the stars in the galaxy. Honestly, we could pare down the Giant class to just red and blue, and simplify White Dwarfs to a function as well, leaving us with two functions and 12 presets. (11 if we cut Quark Stars)

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~sciocont
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~sciocont


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PostSubject: Re: PPG- Procedural Planet Generator   PPG- Procedural Planet Generator - Page 5 EmptyTue Apr 16, 2013 7:08 pm

ExtraSolar wrote:
~sciocont wrote:
Quote :
(27 presets so far)
Try to keep the number of presets low. We can cut complexity by compressing main sequence stars into one group which ranges through the individual classes in mass, color, and luminosity. We'll most likely be playing around F, G, K, and M stars.

Hmm. Good idea. I was trying to strike a balance between variety and simplicity, but I think with a little work/math we could pull off compressing Main Sequence down to a function. We might even see better results from it, since they compose 90% of the stars in the galaxy. Honestly, we could pare down the Giant class to just red and blue, and simplify White Dwarfs to a function as well, leaving us with two functions and 12 presets. (11 if we cut Quark Stars)

I would definitely advocate a function for all main-sequence stars, as well as dwarfs and giants. I don't really care about implementing quark stars, so do whatever you like with them.
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