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I was reading those specific two bullet points:

    * Hard science fiction.
    * Space battles against the AI or other players.
which, combined with:

    * Lots of engineering.
    * Fully working computer system.
reminded me of essays such as "Realistic Space Combat" [0]. I wonder if Notch considers such a thing.

[0] https://gist.github.com/1526107



Just glancing at that essay it's pretty awfully written and repeatedly wrong. And my physics is extremely poo. Ever heard of a heatsink and then releasing it later? Decoys of simple complexity but same mass are as cheap to make as real ships of complexity? Nope.



That's exactly what I meant with 'such as'. I couldn't find that link again, thanks.

I was more concerned about general physics considerations (inertia, etc) and scale (like intercepting stuff flying at 30000km/s).


Even if he has, I'm sure he will prioritize his vision of gameplay over realism. He's already demonstrated that by mentioning cloaking fields.




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