tag:blogger.com,1999:blog-7487967624215307336.post837180398621962143..comments2024-03-14T07:58:37.839+01:00Comments on Marek Rosa - dev blog: Programming in Space Engineers (programmable blocks and HUD)Marek Rosahttp://www.blogger.com/profile/02675819792454369037noreply@blogger.comBlogger238125tag:blogger.com,1999:blog-7487967624215307336.post-76164694321873972362016-11-15T06:05:40.845+01:002016-11-15T06:05:40.845+01:00HI , i have skyhaweke quad copter it leans left si...HI , i have skyhaweke quad copter it leans left side when flying. i re calibrate and then replace all 4 motors but issue still the same, do you have any ideas why this happening <a href="" rel="nofollow">read this<br /> </a><br />Anonymoushttps://www.blogger.com/profile/10637026196786779852noreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-21726777728303684302015-01-12T16:07:04.158+01:002015-01-12T16:07:04.158+01:00They should just give us Project Spark style progr...They should just give us Project Spark style programming. Simple, but as complex as the person programming makes it.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-75550371573836366752015-01-09T14:37:10.710+01:002015-01-09T14:37:10.710+01:00It would defenetly be nice if we could get a more ...It would defenetly be nice if we could get a more simple way to Program it so everyone can uise this block insted of, only os who knows coding and have the time to figur everything out.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-868809614671870312015-01-04T01:57:46.000+01:002015-01-04T01:57:46.000+01:00That's a good idea, servers/terminals would be...That's a good idea, servers/terminals would be a nice addition to the game.Anonymoushttps://www.blogger.com/profile/11879745637622510238noreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-78320779634009925092015-01-02T23:12:14.226+01:002015-01-02T23:12:14.226+01:00Wow, would be awesome. Carnage Heart system is th...Wow, would be awesome. Carnage Heart system is this what Space engineers need. oRkAhttps://www.blogger.com/profile/12441372308599685652noreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-9715124042665689252015-01-02T22:13:54.004+01:002015-01-02T22:13:54.004+01:00This are things what i want in space engineers, bu...This are things what i want in space engineers, but not good make. Now we need AI for ship (next for bots), new corner and slope blocks (1x2), simple ricochet sistem for conventional weapon, improve station's block builded on asteroids (all construction should be united with rock), add option changed level darkness shadow, air system inside rooms, and possibility decompression, new engines, fuel tanks, ammo rack, improve wheeled vehicle, transfer character animations on num lock buttons, add visual move vector in space my character/ship. This are importand things.oRkAhttps://www.blogger.com/profile/12441372308599685652noreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-55051672443347013922015-01-01T23:54:08.033+01:002015-01-01T23:54:08.033+01:00For the debate between computer blocks holding pro...For the debate between computer blocks holding programs or computer components holding them, I'm of the mind set that the scripts should be held in components. With this there would be a couple types of scripts.<br /><br /><br />Scripts could be Singleton or Instance:<br /><br />Singleton scripts can only ever have one instance. This means you cannot have multiple copies of the script running. You do not spawn any instance of the scripts, they simply exist so long as a copy is present on the ship.<br /><br />Instanced scripts. Instanced scripts can have as many copies running as can be executed in a timely manner. These instances each have their data but may share static variables. Copies of this script can be spawned and removed at any time by either a script or from the menu. Each instance has a unique id as well as a reference name. The id cannot be changed but the instance name can.<br /><br /><br />Scripts can be either continuous, executable, reactionary or any combination thereof:<br /><br />Continuous scripts are scripts which implement the callback Update(). Update() is called every update that the script is running. Continuous scripts can be started or stopped at any time via the menu or from another script. They can implement the callback OnStart() and OnStop().<br /><br />Executable scripts are scripts which implement the callback Run(). These scripts can be executed at any time via menu or another script at which point Run() will be called in the next available update. Run() may be called multiple times per update if the script is executed multiple times.<br /><br />Reactionary scripts are scripts which implement callbacks cause by state changes. An example of this might be a callback OnBeaconSpotted(string name, int range) whenever your ship spots a new beacon or antenna.<br /><br />Scripts may be local or global.<br /><br />A local script has a specified block type and can only be stored on blocks of that type or subtypes. Local scripts can access the attached block through the "this" pointer. So a IMyDoorScript can call Open() and Close() which open and close the door. They also contain callbacks for state changes of the block, so a door script could set the callbacks OnOpen() and OnClose() which are called whenever a door is opened or closed. Local scripts can be continuous, executable, or both by implementing the appropriate callback, or they could simply not and remain purely reactive. Singleton scripts exist one per object with the script attached and instanced scripts can only be spawned on an object with the appropriate script attached. This means local scripts must exist on each block which plans to use them.<br /><br />Global scripts would not have an associated object. If they exist on the ship on at least one device they can be used. Global scripts cannot react to individual block states but may have some reactionary callbacks for ship state like OnOverload() when the ships power is overloaded, or OnThrust(direction) when thrust is activated. As such they could also be purely reactionary, but that also may be continuous, executable, or any combination of the three depending on the callback. Only one instance of a singleton script exists per ship and it continues to exist so long as there is a copy of the script somewhere on the ship. Instanced global scripts can be spawned so long as a copy of the script exists on the ship. They will continue to exist even if the block which spawned them was destroyed so long as at least one copy of the script exists on the ship still. Global scripts would be extremely resilient as they can be stored on many blocks, all of which would need to be destroyed for the scripts to be lost.<br /><br /><br />There could be server blocks which would allow for many scripts to be stored in one locatione. You could run have injection scripts which automatically copy the appropriate scripts to the appropriate blocks. It could also be set up where scripts can access information of blocks they don't control but cannot modify them.Canadian Ehhhhttps://www.blogger.com/profile/16598051954636074282noreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-12802511156034308992015-01-01T20:42:54.994+01:002015-01-01T20:42:54.994+01:00Hello. If you want to crash any server, just use D...Hello. If you want to crash any server, just use DateTime.ToString method in your script ;) Pozdrawiam.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-6132674984545410412015-01-01T20:29:27.156+01:002015-01-01T20:29:27.156+01:00I predict This game will become the standard for g...I predict This game will become the standard for getting teenagers into computer science. In fact, that could be a feature to market to schools.Matthew Eugene Swansonhttps://www.blogger.com/profile/10863280754089218143noreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-22034332501310448732015-01-01T18:09:18.818+01:002015-01-01T18:09:18.818+01:00that would add some scaling- probably a nice featu...that would add some scaling- probably a nice feature. the only thing off the top of my head that works that way so far is generators,so more quantity/size dependent things would add more depth. wouldn't want a really low cap on instructions, but something about the number of devices each one can handle sounds goodAnonymoushttps://www.blogger.com/profile/06648749479412346633noreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-22055554394886557202014-12-29T16:44:31.666+01:002014-12-29T16:44:31.666+01:00Or instead, default programs.
That "may"...Or instead, default programs.<br /><br />That "may" contain back doors a hacker may exploit :)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-17439634611939810812014-12-29T16:42:53.311+01:002014-12-29T16:42:53.311+01:00I'd say 64K would be huge, I believe the aim o...I'd say 64K would be huge, I believe the aim of this to be very user friendly, yet limited enough to make players work hard to be able to run complex programs. So for a door (without factions accessing checks) could be as simple as "when interaction, if open, shut; if shut, open;"<br />Checking factions and the possibility of password entering would only be a small addition to that.<br />Maybe as much as 1K could be overkill, remember computers can ruin the game by being overpowered. If anything they should make the game harder, for example having to code, or using default, security code may allow a hacker to take control of the shipAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-82061340475614380542014-12-29T16:35:24.397+01:002014-12-29T16:35:24.397+01:00The key to this is defiantly slow/very limited sys...The key to this is defiantly slow/very limited systems. otherwise they would instantly overpower all the current automation features.<br /><br />I said somewhere else that the systems could be limited to only a few lines per second. If you have to program "factions" yourself maybe giving out door passwords, the security checks could take a number of seconds. Making it important where, and where not, these programs are used.<br /><br />On the security topic, sample code could be given by default, similar to the current game. but it "may" (defiantly) contains bugs/backdoors that a hacker can exploit to take over the ship.<br /><br />It would make for a very interesting "computer-engineer" narrative to the game.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-80388287344752587842014-12-29T16:29:05.326+01:002014-12-29T16:29:05.326+01:00Good idea Gheitler, was thinking the same thing.
...Good idea Gheitler, was thinking the same thing.<br /><br />Maybe a difficulty setting (or by default) could limit it to only a few lines per second, if stuff like faction security (making sure others cant open your doors) is important, you will have to wait a few seconds for those checks to happen before you can enter your station. That way it wont completely do away with timer blocks and such by being OP, this is a game about grafting.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-9034104637820407052014-11-07T21:23:29.548+01:002014-11-07T21:23:29.548+01:00I know everyone loves text based programing langua...I know everyone loves text based programing language. However the way the game is set up wouldn't a PLC block that would run something like visilogic make more sense? Essentially any programing the game does will be device controlling and creating closed/open loop systems. In game with the timer and sensor blocks this is already being done to a minor degree. Expanding upon that system with a PLC block just makes sense. Also limiting the inputs and outputs will limit code and force subroutines. Basic PLCs' run with very low processing and memory. If that kind of coding can be kept it will not bog down a server. Also Incorporating something like HMI on display screens would be amazing.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-52454137248024184452014-10-15T16:20:37.388+02:002014-10-15T16:20:37.388+02:00Block programming, while not "sexy", wou...Block programming, while not "sexy", would allow you to more easily assign "time-slices" to execution, putting everyone on the same playing field when it comes to the execution of the scripts. Keep in mind multi-player and future support on consoles as well... <br /><br />For example, each block could require one "update" tick. Minecraft does it right by propagating waves of changes through the system, this is more manageable in a game engine.<br /><br />Yes the power-users want full scripting, but that is a world of hurt you're introducing there... I'm not worried about the power-users that know what they're doing, but they could just as well do mods (which could go through an approval process). So make a good SDK with a clear API and give everyone in the game access to these new components.<br /><br />For in-game, keep it simple, connecting blocks just like we connect everything else in the game just makes sense.<br /><br />That leaves you in control of the performance implications. Don't let bad coders cripple your awesome game!Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-33733603389030484582014-09-08T15:18:53.849+02:002014-09-08T15:18:53.849+02:00Absolute fantastic idea! It will make a already gr...Absolute fantastic idea! It will make a already great game OUTSTANDING!<br /><br />+1 for C#<br /><br />Maybe you make it configurable if programming is allowed in a game / server. So there is no impact for players who have no idea of programming, don't want to learn it and just want to enjoy your amazing game without having disadvantages to developing players.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-15621116767205591202014-09-02T02:30:49.867+02:002014-09-02T02:30:49.867+02:00This certainly sounds like a splendid idea. It'...This certainly sounds like a splendid idea. It's a game first, and having such limits would keep it challenging and yet simple. Having a limited amount of lines, variable space, maybe even have every function take up a variable, that kind of stuff sounds like it would fit right in.<br /><br />I'm not sure making a system that doesn't quite work within the game 'tick' is a good idea though.Metr13https://www.blogger.com/profile/03798581140355747364noreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-55252541727559003072014-08-23T17:16:20.491+02:002014-08-23T17:16:20.491+02:00That would be pretty hard core. But I probably wou...That would be pretty hard core. But I probably wouldn't want to micro manage my programs to that level but it's still a cool idea.Zach Dyerhttps://www.blogger.com/profile/12934356431468749655noreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-87439518210256873922014-08-15T15:39:55.577+02:002014-08-15T15:39:55.577+02:00For an in-game programming perspective, Python wou...For an in-game programming perspective, Python would be better imo. You can't forget to close braces, to put the end-line instruction, and to declare a variable.<br /><br />It simply requires less characters to accomplish the same goals.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-66460994066203060922014-08-13T19:34:10.272+02:002014-08-13T19:34:10.272+02:00when would u say this will be addedwhen would u say this will be addedlogan larochellehttps://www.blogger.com/profile/09864026686391971423noreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-18270993085254411792014-08-12T17:19:40.823+02:002014-08-12T17:19:40.823+02:00You might look at the interface to Minecraft for t...You might look at the interface to Minecraft for the Raspberry Pi free addition. You can write python code outside the game that connects through an exposed API. This would allow users to use the language of their choice with appropriate libraries to be created and shared by the community. <br />http://www.raspberrypi.org/learning/getting-started-with-minecraft-pi/<br />http://www.raspberrypi.org/learning-python-using-codecademy/<br />http://www.adafruit.com/blog/2014/05/16/build-blocks-and-worlds-with-python-scripts-using-the-minecraft-python-api-on-a-raspberry-pi-piday-raspberrypi-raspberry_pi/<br />http://www.raspberrypi-spy.co.uk/2014/05/how-to-setup-the-minecraft-python-api-on-a-raspberry-pi/Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-84286439093879178562014-08-10T16:27:52.638+02:002014-08-10T16:27:52.638+02:00Where can I find a class library for Space Enginee...Where can I find a class library for Space Engineers ?. I would like to program a couple of things or the time to create a mod, but I do not know what classes to use and so on.Tajemniczyhttps://www.facebook.com/tajemniczyyStronkaGraUnity?ref_type=bookmarknoreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-19532569814797543382014-08-08T03:17:57.895+02:002014-08-08T03:17:57.895+02:00What about using cockpits as the "computer bl...What about using cockpits as the "computer block"?<br />It would make sense since they are basically computer terminals and use lots of computer resource items<br /><br />Also, have you considered the drag and drop style used in lego mindstorms? It might be worth looking into, since less computer-savvy users might find it easier to use.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7487967624215307336.post-20042225273368470042014-08-07T19:01:57.601+02:002014-08-07T19:01:57.601+02:00As was mentioned previously, the Warcraft 3 trigge...As was mentioned previously, the Warcraft 3 trigger system is a perfect design for this. The newbies can use predefined functions in a GUI format for programming. The real programmers can write their own functions in a text editor.<br /><br />Keep up the good work.Anonymousnoreply@blogger.com