questing and events are created by the simulation itself ... eventually i want to see detailed plot elements handled this wayyupyup whatever name it goes by, Autonomous AI, Emergent Behavior, Spontaneous Storylines, whatever, this kind of thing will hopefully be the next big generational wave of exploration for devs to play with.
such a game would be near-impossible to balance and test.yeah saw that and it's an interesting statement because one axiom of AI based systems is that the designer should not be Able to predict exactly what will happen, he can know within a range of things what will occur but by definition it's Chaotic - random but bounded. Which alas makes such a system a biyach to test.
All the characters (over 1000 in number) in the Zone live and act irrespectively of the player. They carry out tasks, fight, move about the zone - live their lives. ... Simulation-controlled characters do quests, fight one another, rest, eat and sleep. You can talk and trade with neutral NPCs.... simulated events take place irregardless of player's actionsoooh getting pretty close to a Living World there. Add the ability for player actions to ripple thru the world and MODIFY the simulation rules and you've got it.
Alarm clocks have build in DST switches? I have GOT to get me one of those!Better than a switch, get one of those Universal Time Constant(UTC)-Broadcast Receiver clocks. They have a tiny battery powered receiver that picks up the signal from the US atomic time reference (in Denver i think). The clock auto syncs itself with the signal every few minutes. And they're no more expensive than any other clock.
The U.S. Atomic Clock is operated by the National Institute of Standards and Technology (NIST) in Fort Collins, Colorado.
its basic data units -- called qubits -- can hold both the values 0 and 1 simultaneously , and instantly share those values among all the qubits.i've understood the basics for a while but it still blows me away every time i read that.