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About Shpaget

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    Sr. Spacecraft Engineer

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  1. Not much... It takes (including the Steam thing that precedes everything): 0:18 to Squad monkey 1:15 to main menu 1:33 to Space Center
  2. If nation A has the capability to turn an asteroid into a weapon, then nation B certainly has the capability to nudge it off course, potentially towards the nation A. After all, the dv to redirect an asteroid from its natural orbit into a collision with Earth is surely orders of magnitude larger than a nudge needed for a nearmiss, or just a target change.
  3. I don't consider our technical capabilities relevant. This is a thought experiment, a what if situation. Arbitrary propulsion technology is available, since we certainly don't have the capability to chuck anything sizable into the Sun. I was thinking of a difference between just dropping something stationary (orbital speed = 0) in free fall towards the Sun from the height of Earth's orbit, vs giving it a decent push. I don't know, maybe pushing would make things worse. Perhaps it would be better to brake once you start experiencing significant ablative damage to your heat shield.
  4. "Survival" is a matter of perspective. Anything big enough can exist long enough to reach the surface of the Sun. It's just a matter of adding more and more material until you have enough of it so it doesn't have enough time to burn off while approaching it. Throwing it faster would also help.
  5. I don't mind Steve, but I hate bacronyms. Steve (high altitude thermal vortex) is just fine. Steve (Strong Thermal Emission Velocity Enhancement) is puke.
  6. We need a pirate version!
  7. Not related to Voyager 2, but her sister, Voyager 1 (which launched after Voyager 2). It's getting closer!!!
  8. It was for syncing multiple motors, so tolerances were quite forgiving, but when you test and optimize your code for a 286, but end up running it on Pentium 133, you get noticable issues. While it's true that you don't need coding to make a 3D model, you'll be hard pressed to integrate that model in a game without some code. A few days ago I was told by an ISP tech support guy that I was old too... And I even lied about my age!
  9. Every aspect of the game, be it 2D or 3D art, models, shaders, sounds, even dialogues require code. The code is the magic stuff that brings all those aspects into a coherent and sensible product. Without code that dictates when and how a piece of music plays, it's just a mess. Can you believe it that I've never even seen Pascal in person? BASIC was all the rage in that elementary school class. As for bad habits in BASIC... More than once I did a for loop without the "for" bit, using go tos. Nobody told me those things even existed. When I found out about them I thought they were witchcraft. Arrays? Why bother with those? I can always make more variables, right? Then I needed some timing code for synchronization (robot behaved poorly) , but didn't know how to do it properly, so I figured I could just let the computer do some random unnecessary math to occupy it for a while... Worked fine, until the competition where I ended up having a (much) faster computer. Had to find a solution on the spot, with the jury approaching.
  10. Ok, some constructive guidance, based on my personal experience, just so you can appreciate what it takes to learn to program. I started playing on computers when I was 6. It was on 286s and similar stuff. No programming yet, just messing around. At age 11 I started with Logo and BASIC. I enrolled in a school sponsored class as an extracurricular activity and spent the next 4 years doing mostly simple robotics. At 15, in high school, we didn't have a strong computer class, so I was left to my own devices, so I picked up Arduino. It was a rather new thing back then. That meant I had to learn C++. I spent countless hours going through tutorials and examples, botching and splicing together pieces of code I found in various places and making it do what I wanted it to do. I also played around in various stuff. Did some web stuff like forums, blogs, website (Wordpress, Drupal etc) stuff, CSS stuff for web based games etc. I was all over the place. In college, again I had the opportunity to enroll in a serious computer class, where we did mostly C#. Let me tell you, in one week of those classes I've learned more than in a year of my own blundering. Now, I again meddle with Arduino, C++ and embedded electronics, this time mostly for work. And you know what? After almost 25 years of learning various programming languages, techniques and platforms, I still do not consider myself a programmer and do not feel competent enough to embark on such a game making mission, because I know what it takes. My advice to you is to go here and start and just follow the instructions there.
  11. Do something yourself, show some progress.
  12. You clearly do no appreciate and have no understanding of the work and effort required to develop a piece of software as complex as even a simplest of games. The game design, story, decision on artistic style etc, while important are just the tip of the iceberg. Actual coding is what takes the bulk of dev time and money. When you asked for help with game production, you're not asking for help, you're asking "Can somebody spent hundreds of hours of their time so I can sell this thing and get rich off your work. I can't really pay you anything, but once the game becomes a huge hit and sells like hot cakes, I'll make it worth to y'all. In the meantime, I hope you have enough of money stashed around that you can survive for a few years working without pay." Yes, it's possible to make a game on next to zero budget, but only if you yourself pick up a book and start learning a programming language.
  13. No thanks. Judging by the past threads on this and other forums, I always had an impression that it was the other way around. The idea guys are abundant, while programers, especially those willing to work on an extended project for free, are particularly scarce.
  14. Ninja'd I came here to post this! Very interesting indeed.