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simonswain

Re:The Mega65 on Friday September 27, 2024 @05:42PM (#41675835)
Consider the RC2014 https://rc2014.co.uk I think it hits a bunch of these points. Also don't overlook the SpecNext https://www.specnext.com -- both have very active communities.
Re:Boids on Saturday March 28, 2020 @08:59PM (#22715514)
I did a browser based Boids version that simulated galactic colonization: https://coldwar.io/deepspace and a simpler variant with predators: https://coldwar.io/predators
I've been using Redis many years. It's served me well. It's simplicity and vision is a testament to antirez's hard work. Thank you sir.
Re:Ask HN: Show Us Your Personal Website/Blog? on Tuesday February 19, 2019 @06:08AM (#19198141)
https://simonswain.com/ Links to personal projects and conf talk videos.
Re:Raspberry Pi Zero: the $5 computer on Thursday November 26, 2015 @08:21PM (#10635430)
I set mine up with a camera to do timelapse.

https://simonswain.com/day

Re:JavaScript Cold War simulation on Thursday June 11, 2015 @07:03PM (#9703015)
Emacs, and Chrome dev tools. The build environment has jslint set up in it too. I can't recommend enough js{lint|hint}ing all your code. None of the stuff in the sim is super tricky.
Re:JavaScript Cold War simulation on Wednesday June 10, 2015 @04:24PM (#9695061)
No frameworks or libs. Vanilla.js, raw Canvas and requestAnimationFrame. In this version, they are symmetric with slight random variations. No reason they have to be though.
Re:JavaScript Cold War simulation on Wednesday June 10, 2015 @07:59AM (#9691379)
Yep. Need the ability to save and share scenarios. Coming.
Re:JavaScript Cold War simulation on Wednesday June 10, 2015 @07:58AM (#9691374)
Yep. All that will be there one day. This is v0.1
Re:JavaScript Cold War simulation on Wednesday June 10, 2015 @03:44AM (#9690560)
Bump up icbm_launch_max to maybe 15, and set stock_icbms to say 100 or so.
Re:JavaScript Cold War simulation on Wednesday June 10, 2015 @02:11AM (#9690351)
Nice Easter Egg!
Re:JavaScript Cold War simulation on Wednesday June 10, 2015 @01:51AM (#9690307)
This is awesome... so much detail.
Re:JavaScript Cold War simulation on Wednesday June 10, 2015 @01:22AM (#9690225)
It's not whether you win or lose. It's how you play the game.
Re:JavaScript Cold War simulation on Wednesday June 10, 2015 @12:53AM (#9690123)
Technically, yes. It's meant to escalate from cold to hot as munitions stockpiles build.

But that doesn't make for a very interesting presentation, so it goes direct to Hot.

Re:JavaScript Cold War simulation on Wednesday June 10, 2015 @12:50AM (#9690114)
This video is great... and so dark. This stuff was for real.
Re:JavaScript Cold War simulation on Wednesday June 10, 2015 @12:36AM (#9690070)
Bang on.

The dust coming up out of the bases (and to a limited amount, the other assets) are ABMs, trying to take out incoming ICBMs.

Goes to Defcon 2 on enemy bombers reaching city limits (the radius Cities and Bases are at).

Re:JavaScript Cold War simulation on Wednesday June 10, 2015 @12:33AM (#9690064)
SAGE is the inspiration for this...

https://www.youtube.com/results?search_query=sage+computer

This thing was off the hook...

Re:JavaScript Cold War simulation on Wednesday June 10, 2015 @12:30AM (#9690050)
The BBS login at the start of the talk said: "Greetings, Simon".
Re:JavaScript Cold War simulation on Wednesday June 10, 2015 @12:29AM (#9690043)
There are two views, top view and elevation view. All the actors have an x, y and z.

Each of the circle structures is a nation state.

It has a capital at the center (square, blinking). Defcon is the number in the capital.

Cities (circles) send people to work at factories.

Factories (triangles) make munitions and send them to bases

Bases (square) stockpile munitions (counts, clockwise from top right: icbms, abms (anti ballistic missiles), fighters and bombers.

Bombers are big and slow (triangles) that select a target (factory, base, city, capital in that order), fly to it and nuke it, reselecting a target if somebody else destroys it first.

As defence perimeters are penetrated, defcon gets more scary.

Fighters launch at Defcon 4 and attempt to destroy bombers.

At Defcon 3, Bases launch ICBMs a low probability amount of the time.

Satellites launch at Defcon 2, and can shoot ICBMs out of the sky, but have fire/recharge lasers.

When one of a nation's assets (factory, base, city) is nuked, they go to Defcon 1.

If your enemy goes to Defcon 1, so do you.

At Defcon 1, all ICBMs will fire.

When your capital is destroyed, it's Game Over.

The control panel lets you tweak the starting parameters. There are a lot more controls for all the actors (e.g, how close do bombers flock.) than are not exposed here.

Re:JavaScript Cold War simulation on Wednesday June 10, 2015 @12:14AM (#9689999)
At Defcon 3, Bases launch ICBMs a low probability amount of the time.

When one of a nation's assets (factory, base, city), they go to Defcon 1.

If your enemy goes to Defcon 1, so do you.

At Defcon 1, all ICBMs will fire.

Bases are limited to how many the can have in the air at a given time.

Not realistic really, but never let the truth get in the way of a good yarn...

Re:Emacs Is My New Window Manager on Wednesday January 21, 2015 @03:49PM (#8925666)
Nope. When logging in, I use gnome + xmonad. The topbar from Gnome (with networking etc) stays, and I use dmenu for launching. I like to keep it pretty minimal.

My config is here https://github.com/simonswain/dotxmonad

Re:Deep Space – A Simulation Drama [video] on Wednesday January 21, 2015 @07:51AM (#8922824)
Site should be back now, sorry about that.

I'll revisit Deep Space at some point, there's a lot to do on it.

I have some other related but different I'm working on.

Hopefully I'll get the chance to talk about them somewhere (hint hint).

Re:Emacs Is My New Window Manager on Wednesday January 21, 2015 @07:46AM (#8922806)
Xmonad, Emacs, a terminal and Chrome pretty much do the same thing for me on Ubuntu desktop, possibly with a little less pain. Mostly mouse free operation, and easy resizing, swapping etc.

If you want to learn Emacs, just jump in head first. Try and use it like a native. Just for kicks I'm trying to do the same with vi by forcing myself to use it for anything vaguely sysadmin related.

Re:Deep Space – A Simulation Drama [video] on Thursday January 08, 2015 @08:32AM (#8856255)
Thanks for the detailed comment.

The market economics part is interesting to me. I touched on it in the Q&A at the end of the talk. Initially I wanted to have ships trading to make up for deficiencies in their homeworlds (agriculture, raw materials), which would also help generate revenue, and lead to conflict. However it's not so simple (hey! let's build a functioning commodities market and HFT/algo trading system). The seed of this idea came from Traveller[1]. It's worth checking out the trade system in the first edition of that game.

The original planet sim was much more complex (along the lines of World3 [2]) and explored finite resources, overpopulation, technology growth and a whole lot more, but again, for the talk that would have been overkill. I think it's worth exploring this angle as it would provide a whole different dynamic, and would be great to see at huge scale (1000's of systems or larger) and playing out at a slower pace.

Also from Traveller, the idea that information cannot move faster than the speed of light, so it has to move at the speed of transport, which creates great dynamics for trade, and the command & control aspect of warfare. Centralized governments are not so effective. A treaty could be signed, but fighting forces will not know until the knowledge reaches them. A war can start and end before the seat of power even knows it had started.

There are so many things that could go in to it. Basically the presentation is a simple version of what I'd like it to be, but I stripped it back to the essentials (spaceships and lasers!) to make the talk interesting.

[1] http://en.wikipedia.org/wiki/Traveller_%28role-playing_game%... [2] http://en.wikipedia.org/wiki/World3

Re:Deep Space – A Simulation Drama [video] on Monday January 05, 2015 @05:37AM (#8838152)
Please share your results when you do!

A future revision of this was going to have Intents, so each empire basically did what you mentioned.

If it was going to be a game, the player would set the intent, or proportion of different intents, for their empire (eg colonize, trade), and not be able to micromanage specific plays.

Hostile or otherwise encounters with other empires would affect rules of engagement for future encounters.

Soon enough everything would get complex, messy and unpredictable and much more interesting to watch!

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