Re:8-bit Turing complete computer that I made in Factorio (2...
by Trasmatta on Tuesday April 06, 2021 @12:11AM
(#26707880)
Do you have anywhere I can follow the progress of your game? That sounds really cool, and I'd love to read more about it, and try it when you release it.
Re:8-bit Turing complete computer that I made in Factorio (2...
by stcredzero on Tuesday April 06, 2021 @01:22PM
(#26714691)
I've sort of left off, but I'm thinking of picking it up again. What's a demo server is up at www.emergencevector.com.
My contact information is in my HN profile (my username at g mail) if you want to chat more.
Re:8-bit Turing complete computer that I made in Factorio (2...
by Scarblac on Tuesday April 06, 2021 @04:55AM
(#26709632)
> It's even been done with Conway's Life.
Well that was the whole point, he was looking for the simplest possible cellular automaton that was complete. It wasn't necessarily the original point of Dwarf Fortress.
Re:8-bit Turing complete computer that I made in Factorio (2...
by Natsu on Monday April 05, 2021 @08:20PM
(#26706450)
I have the idea in my head for a game that gives you a somewhat basic UI and lets you write programs to improve it that are shareable.
Not sure if that fits into what you're planning at all, but feel free to use the concept.
Re:8-bit Turing complete computer that I made in Factorio (2...
by jxy on Monday April 05, 2021 @09:39PM
(#26707041)
That would be a lisp machine running on a simulator that itself is the game.
Re:8-bit Turing complete computer that I made in Factorio (2...
by stcredzero on Monday April 05, 2021 @11:00PM
(#26707526)
It's turtles all the way down.
It's even been done with Conway's Life.
https://www.conwaylife.com/wiki/Turing_machine
It's too bad Notch never finished that space-themed game he was once planning. I remember when HN went crazy with implementations of his spec for a simple, memory-mapped 8-bit computer that was going to be central to that game.
I'm planning to introduce scripting into my procedurally generated space game with over 2^100 locations. All entity AIs will be s-expressions, which implement a blackboard architecture. This can readily be mapped to both finite state machines and behavior trees. What's more, a variety of scripting language subsets could compile to the same s-expressions. I want to let players license their scripts to other players for in-game money. Players can also perhaps use "hacking" powers, where they can modify scripts of other entities or ships using regexes. (With the caveat that if they cause a syntax error, they get "feedback damage.") Also, these s-expressions can be subject to genetic algorithms, and will also "breed" in the wild. (As described by Koza in his book Genetic Programming)