But I did think, one station info per station probably also did not make sense, technology-wise, so I thought expanding it worked.
The faction system was my answer to what makes ships or planets' goals go beyond their immediate needs, and factions came naturally next. They want to make money and shift priorities to do it through incentives. Like subsidies almost.
I was hoping/thinking they (factions) could escalate to blockades, monopolies or just more supply control, skyrocket prices and events combat to hold choke points, blockades or sanctions. That way that agents FSM is focused on those goal oriented actions and ships can focus on their well being plus their factions incentives, and the crews needs handle immediate needs.
Does that make sense? (Terrible at proofreading)
makes me wonder if ECS will ever catch on outside the gaming industry. not sure if it's really the right architecture for web SAAS. Might be interesting to rewrite some big piece of software with ECS.
So their are apps that do use similar or ECSs architecture under the hood, it is just more problem related not a solve everything solution.
I keep seeing Mr.Doob post amazing stuff in Threejs and the vibe coding scene blowing up with all kinds of generative work, and I feel really drawn to it.
Do you feel like Claude gets Bevy well enough? I know it kicks ass at Rust, but Bevy is relatively niche still.
Do you feel like Bevy is pretty performant?
Are we all having this idea?
X4 Foundations just got a big update if you’re looking for a game built around this industry sandbox idea.
I came across this recently ... hints of Tradewars from the good old days.
And yah, ideally there should be tons more! The shift will be interesting.
I think it would be cool if you can host a simulation and enable online viewers. Have the simulation accessible from a website (god-mode disabled of course), and have an agent generate some sort of newspaper or news bulletin of interesting things that happen.
Bevu/Rust just made it easier to brute force that scaling, since they have smaller footprints (overhead?)for each thread/process spawning.
The whole thing originated years ago to see what LLMs were capable of. Just spent a chunk of my Fable access hacking away at it. Is it intended to be 100% realistic, no. Its more art, tho I do try to lean into physics...