A couple of weeks ago, dudecon introduced me to Kerbal Space Program, an in-development “space program” simulator. Since then, I’ve started getting up early to squeeze in an hour or so of play in the mornings, played at home, played at work, and spent no less than 20 hours developing a Python script to parse the game files to do out-of-game “rocket science” analyses on parts and spacecraft. You don’t know me very well, so in case I’ve not made it clear: I think this game is a ton of fun.
Author Archives: drukargin
Games and Open Source Development
I’m an avid open source software user and would-be contributor and a Linux user. Software patents seem completely backwards to me, and I’m a strong proponent of open source licensing.
That said, I think open source is generally wrong for games.
First, let’s do a simple exercise: make a list of the open source games that you really think are great games. I suspect most of you will have trouble putting one game on that list. Now, cross out any games that are really just clones of commercial titles. How long is your list? Continue reading
Power Density Ad Absurdum, or Ignorance is Bliss
Hey all, I’m Dru. I’m a father, an engineer, and an all-around nerd. I play role playing games on computers and around tables and enjoy reading and writing good and terrible sci-fi, respectively. Among the things that may be relevant to know about me is that I tend think way too much about a lot of things. So, naturally, I’ve applied principles from rocket science, engineering, and economics to the implications of starship design and power generation in Star Wars.
In general, most of the numbers that I present here are induced from data presented by Brian Young in his Turbolaser Commentaries. I’ve assumed the Star Destroyer (and similarly classed ships) to be a baseline for median power generation technology, as they are a mass-produced technology and the books and movies present examples both more and less powerful with consistency. Another point of clarification: the numbers I present are “big order of magnitude” numbers. Densities are calculated based on order of magnitude power and order of magnitude volumes, which in turn are calculated from order of magnitude data or length, etc.
A Star Destroyer maintains a power density on the order of petawatts per cubic meter. For comparison: Star Trek: The Next Generation presents the Enterprise-D around gigawatts per cubic meter, modern tanks and sports cars generate a few kilowatts per cubic meter, and the average human body generates about 27 watts per cubic meter. Continue reading
Project Fledgeling has a blog! I’m super excited to see this project get off the ground, and to be working with dudecon, a real visionary. -drukargin
Hey Everyone! Dudecon here! Here’s where we get started telling you how to get started thinking about what we’re thinking about, about the new game we’re thinking about.
Woah, that got complicated fast.
Um, maybe this overview will help. Or maybe looking at the stars and the cells in your body and pondering how they are connected. How they are similar, and different. Perhaps thinking about thinking, or figuring out how a string of ants and a road look the same, but act very differently.
Take your time. We’ll be here.