Energy generation. #466
Replies: 4 comments
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Thank you for the elaboration on the topic ❤️. I think we should start very, very small. Let's implement each little piece, test it and decide on next step. It will be a huge amount of work. In the very first version, it is enough to:
While I agree that we should have a better "vision" before the implementation starts, I think it is not necessary to nail this down right away. I would start with something very simple, e.g. a solar power plant, do the bare bones design & implementation and then build from there incrementally.
A table / an article with all current and "near-future" electricity generation technologies would be nice. Something basic would be sufficient. For example median construction time, construction cost, generation cost (per kWh), power output. We can use this to decide what to include in the game.
I would use Watts (for power) and Joules (for energy). However, we might need to scale power/energy (or pace of time) so that it works well in the game environment. Similarly to how construction cannot be real-time for obvious reasons.
I would like to build the game mostly around energy. Therefore, there will be no other resources in the initial versions. Once energy is implemented, fine tuned and well tested for playability we can decide on next steps (for example introducing general "material" which can be mined).
Yes. I would not couple these tasks.
Again, I would start with something extremely bare bones. Step by step.
I would start with lossless. The only limitations (at this point) should be maximum power per link and maximum distance. We can later open discussion on other more complex topics, e.g. line of sight requirements, laser vs induction, efficiency, etc.
We should put a lot of energy into this so it goes well with Bevy ECS. I think that Bevy's entity hierarchy can be an inspiration here.
Yes. I would make everything fixed (e.g. the number of lasers) at this point and decide on next steps later. In-game R&D is an independent and large topic by itself so lets not couple these.
What about allowing only construction and leaving grid utilization optimization on the "maximum flow" algorithm?
I would love these features but not in the first version.
Ditto, good idea for a future work.
Ditto, IMHO too complex for an early version.
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This might come handy when/if it lands bevyengine/bevy#3742 |
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Actual implementation of the first version of energy is tracked by #256. |
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🎉 basic battery functionality is merged #483! |
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Here is rough overview of all of the tasks I believe need to be completed to have a good base of an energy system. I have annotated it with '--' where I want some input/further discussion. Over the coming months I will try to work to complete this goal.
Energy Generation
Energy Distribution
a. Design a laser-based grid system for energy distribution across buildings and units.
b. Develop algorithms to handle the maximum energy flow optimisation problem.
c. Implement power hubs as the primary energy distribution method.
d. Implement energy lasers and energy panels for buildings and units, enabling them to transmit and receive energy.
e. Design and implement idle-state rules for grid management (upgrading, repairing, and cleaning).
Energy Storage
Polish and Testing
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