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To go beyond that, you have to simulate. And from the video you might think that only applies to the terrain. But what is really going on is that we are pulling the evolved version of how the simulation worked in UO and SWG into 3d space. Like UO, every “tile” knows what materials it is. Unlike UO, they can change.
Fixed the terrain as too dark, caused by the lighting calculation issue in the builtin-terrain material. Fixed error on macOS simulator when selecting “Open simulator with debugger” and “Simulator wait for debugger connection” in Cocos Creator → Preferences → Preview at the same time.
I would never have bet on a ultra-detailed dwarf simulator using ASCII art. With Offworld Trading Company, because the game had random maps, each game started with a short exploration phase where you scan the map and found your colony with only part of the terrain revealed. Certainly, that can be said for video games.
I want to know if there is some specific structural quality that is shared by Chess and Go and Poker and Bridge and Magic: the Gathering, some recognizable topological feature of their state space terrain. And if there is then I want to see it, and be able to talk about it and reason about its ramifications. What depth isn’t.
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