After we've taken great pains to figure out approximately how large the Milky Way galaxy is in miles, we've come to realize that there may indeed be no real reason to need anything more than a single galaxy when structuring A3D.
Some ideas are still being kicked around, in that galaxies can be clusters in the universe, and within the universe they are separated by vast distances. This in itself has led us to seriously consider a travel delay when using teleportation.
Much in the same manner as there is a delay when using a Stargate system, we would create a travel delay based on a speed times distance equals seconds of delay sort of equation in order to impart an idea of the vast distances you are traveling in the virtual universe.
These are just some of the things we are thinking about today.
Sunday, June 29, 2008
Empty Spaces
Today's posting is on a topic that has been perplexing us for quite some time, and it is something we take for granted more often than not in our world.
When modeling an entire Universe, it cannot be overlooked that in the process there is bound to be quite a deal of raw data involved. Space, as we know, is a very large place. In our universe, we are bound to come across a mind boggling amount of celestial bodies, of which are part of the countless galaxies and solar systems throughout this place we call home.
When we think of a Solar System, we like to think of our own little corner of the universe. A single star in its perceived center with a handful of celestial planets revolving around it. Around those planets, sometimes, we also find smaller bodies revolving around them as well. In these orbits, these nearly predictable orbits, we see what appears to be some manner of order involved.
Sure our galaxy, what we call the Milky Way system, is roughly 750,000 light years across in size. And when we look at these astronomical numbers we often fail to realize the magnitude of what we are looking at.
A light year is the distance that light could travel in one year as measured by the rotations of this planet we call home, Earth. Since we know that light can travel at 186,000 miles per second (approximately), how far can we surmise light may travel in a year? If we extrapolate the distance travelled into a light minute, that is 186,000 miles times 60, we get an answer of approximately 11,160,000 miles per minute. 11.16 million miles in a single minute, that is an exceedingly large number to deal with, let alone attempt to model in a virtual environment.
But that is simply a single light minute, and we know that the very least that our own Milky Way galaxy should encompass is roughly 150,000 light years across but I've decided to go as far as 250 light years so we can get an idea of scale (and mostly because the calculator is fighting me on that level).
So we figure out a single light hour, and are greeted with yet a previously unthinkable complexity for distance. 669,600,000 miles per hour. Light apparently travels very, very fast indeed. Nearly 670 million miles per hour is the approximation for this figure, and yet we are nowhere near the edge of our own galaxy, and in fact we've barely left home by these figures.
So we extrapolate again in order to figure out what a Light Day would cover in distance. There are 24 hours in our Earth day, and we know that there is 669.6 million miles per hour. So we do some math again to get a single Light Day.
In the course of 24 of our Earth hours, light will travel approximately 16,070,400,000 miles. At this point we're reaching into the early billions of miles. In just a single day light will cover approximately 16 billion miles. But now we must figure out how many days make up an entire year and multiply again. For the sake of argument, let us simply take a standardized 365 days in a single year.
I understand we can calculate that with much better complexity and maybe even to the minute or second, but for this exercise we'll try to keep it simple.
5,865,696,000,000 miles in 365 Earth days. Close to 6 trillion miles in a single Earth year. That is how far light will travel over that given span of time. And yet we are not done yet, because the Milky Way galaxy that we call home is approximately 100,000 Light Years across if we go by only the lowest estimates.
This number is going to be exceedingly large, and we know it. We're talking mind bogglingly large at this point.
1,470,632,759,080,745.869156905 miles in 250 years. That is the approximate distance of light over that period of time. It is a fantastically large number in itself, and if we don't ignore that the Milky Way is 100,000 light years across and not a measly 250, it makes the mind boggle.
What comes after a trillion? It is at this point that I had to actually look it up, and found that there is indeed a name for a number with 15 zeros after it. Quadrillion, and after that is Quintillion (which immediately brought a geek reference to my mind of Quintilla from Hitchhikers Guide), so we're going to say that since the Milky Way Galaxy is about 150,000 Light Years across -
Let us round up to make this easier to digest. Let us say that ridiculous number is not 882,379,655,448,447,521 but instead a more manageable 882 Quadrillion miles. Again, we're not looking for dead accuracy, but just a general idea of these distances involved. We'll leave the accuracy for astrometrics assuming anyone in their right mind would ever want to start a space program in Andromeda Universe.
The reason for this little exercise is to give people a sense of proportion when asking us how soon the universe will be ready to populate. I will not say that the entire virtual universe will be populated by planets and celestial bodies like our own universe is today for real, but I will say that a number of questions have been raised during this research which lead me redefine the requirements of this project daily.
For instance, do we really need an entire universe? If so, then how do you suppose to handle 882 quadrillion miles of space in a galactic spiral arm?
It turns out, the answer isn't as hard as we thought. In space, we think of these ridiculous numbers and distances as though some database needs to keep track of every inch. In reality, the database merely needs to keep track of non-empty space and your relation to it.
All else is just empty spaces.
On paper, 882,379,655,448,447,521 quadrillion miles seems terribly impressive, but in a database, simply keeping track of the locations and layouts of 800,000 celestial bodies is a matter of about than 80 Gb of space for the coordinates. I'm sure there is more than 800,000 celestial bodies in the Milky Way galaxy, but after doing some math (based again on rough estimates) figuring about 10 bytes of info in the database per coordinate (which would be about 10 numbers per coordinate and way more than we actually need to plot a single celestial body in our universe), and taking into account that there is roughly 1000 bytes per kb and 1000 kb in a megabyte (1024 actually, but we're approximating), we arrive at roughly 1,000 celestial coordinates per Megabyte of storage.
So the trick isn't to try and think of the empty space as part of the whole, but instead your relation to the non-empty coordinates in the system. Space, it seems, it a very vast and empty area. Sure there are elementary particles filling it up, but we're not very concerned about things on that scale for the moment. We are also interested to see if we would ever need to dedicate and entire 80 Gb of space to handle the coordinates for 800,000 celestial bodies.
For people used to other means of virtual environments such as Active Worlds, think of this as 800,000 world servers. And yet, in the grand scheme of things, it may be very possible indeed to see that many and more. How many web sites are there on the Internet today? What if they were all virtual worlds in this digital universe?
As for these astronomical numbers, and talk concerning the universe, galaxy and a solar system, I must point out that when put back into perspective, a Galaxy in the classical sense is a force to be reckoned with. 1.5 Quadrillion miles across, and what has to be ten times as many or more celestial entities than even I can suppose today. 1 million just seems like a very tiny fraction of how many planets would exist in a single Galaxy.
So the next time you see the Active Worlds server pricing, and you see their listings for Sol, Galaxy and Universe, put it into perspective. 882 Quadrillion miles is awfully large on its own, let alone a universe, and with a few hundred and maybe even a few thousand world servers in their universe configurations, it just doesn't seem appropriate to call it a Universe anymore... let alone a Galaxy.
With that in mind, we have been working on the framework that will allow us to structure the Solar Systems, Galaxies, and even the Universe itself digitally. While we feel that it may in fact be impossible to statistically fill the entire virtual universe with virtual worlds, the real world is welcome to try. As it stands, the framework for the Solar Systems and Galaxies are mostly intact and running, and as it is we would just scale up for the Universe should we ever need to place anything outside the galaxy.
For those of you who are curious as to how many miles are in the full Milky Way galaxy, and not just the 250 Light Years, I present to you this number, step by step:
If you ask Google it gives you scientific notation, and while that is technically accurate, it doesn't really give you a sense of scale when looking at the number. When written out in its entirety, 882 Quadrillion miles seems ridiculously huge - which I think is a good thing because the Milky Way Galaxy itself is ridiculously large as well. The problem with even this number is that it's not as accurate as it could have been when doing the calculation leading up to 150,000 Light Years, so I'll do the stages of calculations using more accurate numbers -
Follow along:
Light Travels approximately
186,282.397 miles per second
There are 60 seconds in a minute, and 60 minutes in an hour. So take the speed of light per second and multiply it by 60 to get a minute, then multiply that number by 60 to get distance per hour.
670,616,629.4 miles per hour.
Times that number by 24.01643836 to get miles per day. (yes that's the exact number of hours per day)
16,105,822,943.2 miles per light day. (more accurately 16,105,822,943.176063784)
Multiply that number by 365.2425 days in a year (yep, this is the more accurate number) and we get this number for a single light year -
5,882,531,036,322.98347662762 miles in a Light Year.
Continuing on, we run into a bit of an issue. We don't actually have an exact number for the size of the Milky Way galaxy. The numbers range between 100,000 Light Years across and 200,000 light years across. So what to do?
We'll take the average of the two and say the Milky Way Galaxy is only 150,000 Light Years across.
So, 5,882,531,036,322.98347662762 multiplied by 150,000 is -
882,379,655,448,447,521.494143 miles. Which is the closest and most accurate number I can figure for the diameter of the Milky Way galaxy at the moment.
The Milky Way Galaxy is 882 Quadrillion, 379 Trillion, 655 Billion, 448 Million, 447 Thousand, 521 Point 494143 miles across. Or if we want to round up we can say the Milky Way galaxy is roughly 1 Quintillion miles across.
Hopefully I've followed the maths correctly with this and found a fairly accurate number. The first few times I tried to calculate this high up, I seemed to have botched the number.
In the end, it's just a coordinate and a lot of empty spaces.
- The Management
When modeling an entire Universe, it cannot be overlooked that in the process there is bound to be quite a deal of raw data involved. Space, as we know, is a very large place. In our universe, we are bound to come across a mind boggling amount of celestial bodies, of which are part of the countless galaxies and solar systems throughout this place we call home.
When we think of a Solar System, we like to think of our own little corner of the universe. A single star in its perceived center with a handful of celestial planets revolving around it. Around those planets, sometimes, we also find smaller bodies revolving around them as well. In these orbits, these nearly predictable orbits, we see what appears to be some manner of order involved.
Sure our galaxy, what we call the Milky Way system, is roughly 750,000 light years across in size. And when we look at these astronomical numbers we often fail to realize the magnitude of what we are looking at.
A light year is the distance that light could travel in one year as measured by the rotations of this planet we call home, Earth. Since we know that light can travel at 186,000 miles per second (approximately), how far can we surmise light may travel in a year? If we extrapolate the distance travelled into a light minute, that is 186,000 miles times 60, we get an answer of approximately 11,160,000 miles per minute. 11.16 million miles in a single minute, that is an exceedingly large number to deal with, let alone attempt to model in a virtual environment.
But that is simply a single light minute, and we know that the very least that our own Milky Way galaxy should encompass is roughly 150,000 light years across but I've decided to go as far as 250 light years so we can get an idea of scale (and mostly because the calculator is fighting me on that level).
So we figure out a single light hour, and are greeted with yet a previously unthinkable complexity for distance. 669,600,000 miles per hour. Light apparently travels very, very fast indeed. Nearly 670 million miles per hour is the approximation for this figure, and yet we are nowhere near the edge of our own galaxy, and in fact we've barely left home by these figures.
So we extrapolate again in order to figure out what a Light Day would cover in distance. There are 24 hours in our Earth day, and we know that there is 669.6 million miles per hour. So we do some math again to get a single Light Day.
In the course of 24 of our Earth hours, light will travel approximately 16,070,400,000 miles. At this point we're reaching into the early billions of miles. In just a single day light will cover approximately 16 billion miles. But now we must figure out how many days make up an entire year and multiply again. For the sake of argument, let us simply take a standardized 365 days in a single year.
I understand we can calculate that with much better complexity and maybe even to the minute or second, but for this exercise we'll try to keep it simple.
5,865,696,000,000 miles in 365 Earth days. Close to 6 trillion miles in a single Earth year. That is how far light will travel over that given span of time. And yet we are not done yet, because the Milky Way galaxy that we call home is approximately 100,000 Light Years across if we go by only the lowest estimates.
This number is going to be exceedingly large, and we know it. We're talking mind bogglingly large at this point.
1,470,632,759,080,745.869156905 miles in 250 years. That is the approximate distance of light over that period of time. It is a fantastically large number in itself, and if we don't ignore that the Milky Way is 100,000 light years across and not a measly 250, it makes the mind boggle.
What comes after a trillion? It is at this point that I had to actually look it up, and found that there is indeed a name for a number with 15 zeros after it. Quadrillion, and after that is Quintillion (which immediately brought a geek reference to my mind of Quintilla from Hitchhikers Guide), so we're going to say that since the Milky Way Galaxy is about 150,000 Light Years across -
Let us round up to make this easier to digest. Let us say that ridiculous number is not 882,379,655,448,447,521 but instead a more manageable 882 Quadrillion miles. Again, we're not looking for dead accuracy, but just a general idea of these distances involved. We'll leave the accuracy for astrometrics assuming anyone in their right mind would ever want to start a space program in Andromeda Universe.
The reason for this little exercise is to give people a sense of proportion when asking us how soon the universe will be ready to populate. I will not say that the entire virtual universe will be populated by planets and celestial bodies like our own universe is today for real, but I will say that a number of questions have been raised during this research which lead me redefine the requirements of this project daily.
For instance, do we really need an entire universe? If so, then how do you suppose to handle 882 quadrillion miles of space in a galactic spiral arm?
It turns out, the answer isn't as hard as we thought. In space, we think of these ridiculous numbers and distances as though some database needs to keep track of every inch. In reality, the database merely needs to keep track of non-empty space and your relation to it.
All else is just empty spaces.
On paper, 882,379,655,448,447,521 quadrillion miles seems terribly impressive, but in a database, simply keeping track of the locations and layouts of 800,000 celestial bodies is a matter of about than 80 Gb of space for the coordinates. I'm sure there is more than 800,000 celestial bodies in the Milky Way galaxy, but after doing some math (based again on rough estimates) figuring about 10 bytes of info in the database per coordinate (which would be about 10 numbers per coordinate and way more than we actually need to plot a single celestial body in our universe), and taking into account that there is roughly 1000 bytes per kb and 1000 kb in a megabyte (1024 actually, but we're approximating), we arrive at roughly 1,000 celestial coordinates per Megabyte of storage.
So the trick isn't to try and think of the empty space as part of the whole, but instead your relation to the non-empty coordinates in the system. Space, it seems, it a very vast and empty area. Sure there are elementary particles filling it up, but we're not very concerned about things on that scale for the moment. We are also interested to see if we would ever need to dedicate and entire 80 Gb of space to handle the coordinates for 800,000 celestial bodies.
For people used to other means of virtual environments such as Active Worlds, think of this as 800,000 world servers. And yet, in the grand scheme of things, it may be very possible indeed to see that many and more. How many web sites are there on the Internet today? What if they were all virtual worlds in this digital universe?
As for these astronomical numbers, and talk concerning the universe, galaxy and a solar system, I must point out that when put back into perspective, a Galaxy in the classical sense is a force to be reckoned with. 1.5 Quadrillion miles across, and what has to be ten times as many or more celestial entities than even I can suppose today. 1 million just seems like a very tiny fraction of how many planets would exist in a single Galaxy.
So the next time you see the Active Worlds server pricing, and you see their listings for Sol, Galaxy and Universe, put it into perspective. 882 Quadrillion miles is awfully large on its own, let alone a universe, and with a few hundred and maybe even a few thousand world servers in their universe configurations, it just doesn't seem appropriate to call it a Universe anymore... let alone a Galaxy.
With that in mind, we have been working on the framework that will allow us to structure the Solar Systems, Galaxies, and even the Universe itself digitally. While we feel that it may in fact be impossible to statistically fill the entire virtual universe with virtual worlds, the real world is welcome to try. As it stands, the framework for the Solar Systems and Galaxies are mostly intact and running, and as it is we would just scale up for the Universe should we ever need to place anything outside the galaxy.
For those of you who are curious as to how many miles are in the full Milky Way galaxy, and not just the 250 Light Years, I present to you this number, step by step:
If you ask Google it gives you scientific notation, and while that is technically accurate, it doesn't really give you a sense of scale when looking at the number. When written out in its entirety, 882 Quadrillion miles seems ridiculously huge - which I think is a good thing because the Milky Way Galaxy itself is ridiculously large as well. The problem with even this number is that it's not as accurate as it could have been when doing the calculation leading up to 150,000 Light Years, so I'll do the stages of calculations using more accurate numbers -
Follow along:
Light Travels approximately
186,282.397 miles per second
There are 60 seconds in a minute, and 60 minutes in an hour. So take the speed of light per second and multiply it by 60 to get a minute, then multiply that number by 60 to get distance per hour.
670,616,629.4 miles per hour.
Times that number by 24.01643836 to get miles per day. (yes that's the exact number of hours per day)
16,105,822,943.2 miles per light day. (more accurately 16,105,822,943.176063784)
Multiply that number by 365.2425 days in a year (yep, this is the more accurate number) and we get this number for a single light year -
5,882,531,036,322.98347662762 miles in a Light Year.
Continuing on, we run into a bit of an issue. We don't actually have an exact number for the size of the Milky Way galaxy. The numbers range between 100,000 Light Years across and 200,000 light years across. So what to do?
We'll take the average of the two and say the Milky Way Galaxy is only 150,000 Light Years across.
So, 5,882,531,036,322.98347662762 multiplied by 150,000 is -
882,379,655,448,447,521.494143 miles. Which is the closest and most accurate number I can figure for the diameter of the Milky Way galaxy at the moment.
The Milky Way Galaxy is 882 Quadrillion, 379 Trillion, 655 Billion, 448 Million, 447 Thousand, 521 Point 494143 miles across. Or if we want to round up we can say the Milky Way galaxy is roughly 1 Quintillion miles across.
Hopefully I've followed the maths correctly with this and found a fairly accurate number. The first few times I tried to calculate this high up, I seemed to have botched the number.
In the end, it's just a coordinate and a lot of empty spaces.
- The Management
Wednesday, June 25, 2008
Webcomic round-up
Thanks to hayfever, I don’t have much to write about at the moment. I’m sure you don’t want to know about our new photocopier at work, so I’m going to comment on the webcomics I’m reading at the moment.
XKCD - A webcomic of romance, sarcasm, math, and language.
OK, so I think all my readers are fans, but in case you are not, you really need to check out this funny, clever and sweet webcomic featuring the most expressive stickmen you ever saw. Updates Monday, Wednesday, Friday
Questionable Content - The life and loves of slackers
QC used to be a comic about a loser and his robot friend, but when Martin met Dora it spun off into an ensemble comic about their non-relationship and all the people they interact with. My favourite character is Hannalore – Martin’s OCD clean-freak neighbour. She’s such a sweetie. Updates weekdays.
Order of the Stick - Genre-aware fantasy adventurers
If you’ve ever played Dungeons and Dragons then Order of the Stick (OOTS) is for you. It follows the fortune of a group of adventurers in a fantasy world. But these guys know the tropes and clichés of the genre, and are quite prepared to exploit this knowledge. Art is simple, but the script is funny. Updates three days a week without warning.
Darth and Droids - From the creators of Irregular Webcomic.
What if Star Wars Episode One wasn’t a film, but was instead being made up as they went along, by a group of sci-fi gamers? Similar in concept to DM of the Rings, this affectionately mocks Lucas’s folly.
Goblins - More genre savvy
Goblins follows a group of genre aware goblins with funny names as they set out on a quest to become adventurers, level-up, and become powerful enough to defend their village. Despite its silly premise, this can be quite deep and emotional without warning, but it is better for it. My favourite character is “Complains of Names”. Supposed to update every Thursday, but tends to slip a fair bit.
A Softer World - A little disturbing...
Very funny, but often very dark, A Softer World makes strips out of captioned photos. Always odd, often harsh, always clever. Also check out the authors project Overqualified - a collection of gonzo application letters.
Something Positive - and Super Stupor, Rhymes with Witch, Midnight Macabre, etc
More harshness (see the first ever comic if you don’t believe me) but also a compelling soap opera about a group of friends. The cast has swelled since the start, but there's always something interesting going on. And usually a rather snide punchline. Updates erratically.
The Book of Biff - The man with big eyebrows
Biff lives in a strange surreal world. Everyday his one panel comic has him learning something important about life.
XKCD - A webcomic of romance, sarcasm, math, and language.
OK, so I think all my readers are fans, but in case you are not, you really need to check out this funny, clever and sweet webcomic featuring the most expressive stickmen you ever saw. Updates Monday, Wednesday, Friday
Questionable Content - The life and loves of slackers
QC used to be a comic about a loser and his robot friend, but when Martin met Dora it spun off into an ensemble comic about their non-relationship and all the people they interact with. My favourite character is Hannalore – Martin’s OCD clean-freak neighbour. She’s such a sweetie. Updates weekdays.
Order of the Stick - Genre-aware fantasy adventurers
If you’ve ever played Dungeons and Dragons then Order of the Stick (OOTS) is for you. It follows the fortune of a group of adventurers in a fantasy world. But these guys know the tropes and clichés of the genre, and are quite prepared to exploit this knowledge. Art is simple, but the script is funny. Updates three days a week without warning.
Darth and Droids - From the creators of Irregular Webcomic.
What if Star Wars Episode One wasn’t a film, but was instead being made up as they went along, by a group of sci-fi gamers? Similar in concept to DM of the Rings, this affectionately mocks Lucas’s folly.
Goblins - More genre savvy
Goblins follows a group of genre aware goblins with funny names as they set out on a quest to become adventurers, level-up, and become powerful enough to defend their village. Despite its silly premise, this can be quite deep and emotional without warning, but it is better for it. My favourite character is “Complains of Names”. Supposed to update every Thursday, but tends to slip a fair bit.
A Softer World - A little disturbing...
Very funny, but often very dark, A Softer World makes strips out of captioned photos. Always odd, often harsh, always clever. Also check out the authors project Overqualified - a collection of gonzo application letters.
Something Positive - and Super Stupor, Rhymes with Witch, Midnight Macabre, etc
More harshness (see the first ever comic if you don’t believe me) but also a compelling soap opera about a group of friends. The cast has swelled since the start, but there's always something interesting going on. And usually a rather snide punchline. Updates erratically.
The Book of Biff - The man with big eyebrows
Biff lives in a strange surreal world. Everyday his one panel comic has him learning something important about life.
Friday, June 20, 2008
Prayer Points - June 2008
This from our monthly prayer letter:
Dear Prayer Partners,
Thankyou for your ongoing support in praying for Connections and the work of the gospel in Somerset and the Burnie region of Tasmania.
1) Praise God for a young couple who recently gave their lives to the Lord. It was a great privilege to pray with them in their home as they turned to Christ. Please pray for them and their baby daughter as they take their next steps in a Christian journey. Please pray for their encouragement and nurture, and also pray for ongoing spiritual growth for the rest of us.
2) Praise God for the blessing of provision through BCA. Gill and I are now officially BCA Field Staff with a commissioning to happen soon. The financial and prayer support of the BCA network is a vital resource in the next stage of Connections. Thank God for BCA
3) Please pray as we tackle some significant planning and strategic direction administratively in the next little while, including budgeting and finanical planning for the next five years. This administrative framework needs to be there to serve the gospel ministry of outreach and growth, please pray for discernment and creativity and for the gospel vision to be well communicated through this area.
4) Please continue praying for those who are taking the bold step of sharing something of their testimony at our Sunday meetings.
5) Please pray for God to prepare those whom he has set aside for ministry work in the area of children and youth in our congregation. Please pray for the raising up of these leaders from within or from outside of the congregation.
6) Please join with us in praying for the local primary schools - Somerset Primary School and West Somerset Primary School. We have "adopted" these schools through the praypal.org.au initiative. The schools are currently considering an amalgamation process - a process full of emotion - so please pray for a covering of grace in that area.
7) Please continue to praying for our small groups.
If you have any encouragements or questions please feel free to contact me. It's a joy to touch base with the wider body of Christ who are supporting us in prayer.
Will.
Dear Prayer Partners,
Thankyou for your ongoing support in praying for Connections and the work of the gospel in Somerset and the Burnie region of Tasmania.
1) Praise God for a young couple who recently gave their lives to the Lord. It was a great privilege to pray with them in their home as they turned to Christ. Please pray for them and their baby daughter as they take their next steps in a Christian journey. Please pray for their encouragement and nurture, and also pray for ongoing spiritual growth for the rest of us.
2) Praise God for the blessing of provision through BCA. Gill and I are now officially BCA Field Staff with a commissioning to happen soon. The financial and prayer support of the BCA network is a vital resource in the next stage of Connections. Thank God for BCA
3) Please pray as we tackle some significant planning and strategic direction administratively in the next little while, including budgeting and finanical planning for the next five years. This administrative framework needs to be there to serve the gospel ministry of outreach and growth, please pray for discernment and creativity and for the gospel vision to be well communicated through this area.
4) Please continue praying for those who are taking the bold step of sharing something of their testimony at our Sunday meetings.
5) Please pray for God to prepare those whom he has set aside for ministry work in the area of children and youth in our congregation. Please pray for the raising up of these leaders from within or from outside of the congregation.
6) Please join with us in praying for the local primary schools - Somerset Primary School and West Somerset Primary School. We have "adopted" these schools through the praypal.org.au initiative. The schools are currently considering an amalgamation process - a process full of emotion - so please pray for a covering of grace in that area.
7) Please continue to praying for our small groups.
If you have any encouragements or questions please feel free to contact me. It's a joy to touch base with the wider body of Christ who are supporting us in prayer.
Will.
Wednesday, June 18, 2008
Recent Advancements
Things have been quiet on the home front as of lately. Rest assured there is a lot going on behind the scenes.
Water Testing
System testing has been completed for the first phase of our optimized water grid. There now exists the beginnings of the Shader 2.0 as well as the Shader 3.0 water grid, and we are busy making adjustments to the existing implementations in order to make them as good as we can get them for varying hardware configurations.
A great deal of effort is being put forth in order to ensure that we achieve the absolute best balance between looks and speed at this stage, while also making certain the advancements are capable of running on the widest amount of hardware. As it stands, we have made great leaps forward in our ability to project a sustainable water grid - with a total amount of rendered triangles on screen ranging upwards of 350,000 on average.
From this point onward, we will be making arrangements to make adjustments in order to modify the water grid system further and to increase it's speed and stability going forward.
Current screenshots of the water systems are available publicly in our forums should you wish to see them for yourself.
With the water grid system in place, we can move forward in merging the existing spherical planetary and atmosphere systems with it, thusly forming our first planet.
During this time, we ask that our patrons remain patient as we make such arrangements. Due to unforeseen circumstances, we are behind schedule, although we are quickly gaining ground in a unified effort to catch up once more.
At this time, no ballpark figures will be released as to when we will be able to allow our patrons and participating interested corporations to enter and eventually purchase worlds of their own, although we do make assurances that we are progressing on a modified schedule.
First an foremost in our efforts is the promise that our system shall be a true advancement over anything currently existing today. As such, we are very concerned with making certain that every sub-system in our platform is performing at absolute optimum ability prior to release.
We thank you for your patience, and ask that you understand our concerns, as they are concerns on your behalf in releasing this next-generation platform for your use.
Water Testing
System testing has been completed for the first phase of our optimized water grid. There now exists the beginnings of the Shader 2.0 as well as the Shader 3.0 water grid, and we are busy making adjustments to the existing implementations in order to make them as good as we can get them for varying hardware configurations.
A great deal of effort is being put forth in order to ensure that we achieve the absolute best balance between looks and speed at this stage, while also making certain the advancements are capable of running on the widest amount of hardware. As it stands, we have made great leaps forward in our ability to project a sustainable water grid - with a total amount of rendered triangles on screen ranging upwards of 350,000 on average.
From this point onward, we will be making arrangements to make adjustments in order to modify the water grid system further and to increase it's speed and stability going forward.
Current screenshots of the water systems are available publicly in our forums should you wish to see them for yourself.
With the water grid system in place, we can move forward in merging the existing spherical planetary and atmosphere systems with it, thusly forming our first planet.
During this time, we ask that our patrons remain patient as we make such arrangements. Due to unforeseen circumstances, we are behind schedule, although we are quickly gaining ground in a unified effort to catch up once more.
At this time, no ballpark figures will be released as to when we will be able to allow our patrons and participating interested corporations to enter and eventually purchase worlds of their own, although we do make assurances that we are progressing on a modified schedule.
First an foremost in our efforts is the promise that our system shall be a true advancement over anything currently existing today. As such, we are very concerned with making certain that every sub-system in our platform is performing at absolute optimum ability prior to release.
We thank you for your patience, and ask that you understand our concerns, as they are concerns on your behalf in releasing this next-generation platform for your use.
Monday, June 9, 2008
"Thirty Million Isk!"
Its plug time :-)
If you like your sci-fi to be low on explosions and high on witty dialogue, I might have the film for you!
"Clear Skies" is a labour of love. Ian Chisholm, aka Captain John Rourke, spent two years playing around with EVE Online and Half Life 2, and with the help of a few friends made this landmark film.
You don't need to be a fan of either game to enjoy this either (although there are jokes for those in the know). The plot is a basic sci-fi staple - a simple job that looks too good to be true - but its the characters that make it. We have a well spoken villain, a bickering crew, and a few contacts with mysterious backstories that hint at a bigger picture. OK and it does have some explosions as well.
Its not perfect - some of the dialogue is lost under sound effects, the cast are hardly professionals, and its only 40 minutes long - but its gone down really well in the fan community as it marks a radical departure from the usual EVE Online video of ship combat set to a rock soundtrack.
Don't take my word for it. See for yourself
Download the movie (450mb)
Download the trailer (26mb)
Read the epic thread at The EVE Insider
The EVE Insider thread also has links to the script and the out-takes.
If you like your sci-fi to be low on explosions and high on witty dialogue, I might have the film for you!
"Clear Skies" is a labour of love. Ian Chisholm, aka Captain John Rourke, spent two years playing around with EVE Online and Half Life 2, and with the help of a few friends made this landmark film.
You don't need to be a fan of either game to enjoy this either (although there are jokes for those in the know). The plot is a basic sci-fi staple - a simple job that looks too good to be true - but its the characters that make it. We have a well spoken villain, a bickering crew, and a few contacts with mysterious backstories that hint at a bigger picture. OK and it does have some explosions as well.
Its not perfect - some of the dialogue is lost under sound effects, the cast are hardly professionals, and its only 40 minutes long - but its gone down really well in the fan community as it marks a radical departure from the usual EVE Online video of ship combat set to a rock soundtrack.
Don't take my word for it. See for yourself
Download the movie (450mb)
Download the trailer (26mb)
Read the epic thread at The EVE Insider
The EVE Insider thread also has links to the script and the out-takes.
Friday, June 6, 2008
Early Morning Updates
Forums
Forums have once again been updated. This time we've added roughly 200 games in a new arcade section. The arcade keeps track of your score, keeps a high score list, allows you to challenge other forum members to beat your top score, etc. When you get the high score for a game, you get a trophy awarded for it.
Some games are immediately playable, while others you can unlock by being active in the forums. Yet another thing to keep everyone busy and active in the growing Andromeda community.
Andromeda Website
Currently the main website has undergone some changes as well, with the most noticeable being a complete design overhaul. Not all of the sections are filled in yet, and a few are just preliminary, but as one of our beta members put it - "It provides more information than the prior design".
So we'll be going with this new design for the time being and making changes and tweaks as we move forward. Please keep in mind that simply because the system has certain features built in, does not necessarily mean that we will be activating them for usage.
Part of our main concern when building this system for you is that it also run well on a wide range of systems, so to this point, we may have to disable some features in order to accomplish this. We will keep everyone up to date as to these adjustments as they happen; if they happen.
Beta Section
The beta section is moved over to the new site update and working, with the exception of the programs directory. The queller technology server is currently undergoing some maintenance and should be back online within a few days.
Beta Registrations
Registrations for the Beta Team are currently closed to the public with the exception of directly contacting the development team for special consideration. We would like to thank everyone for their continuing interest in this project.
New Emails
Part of the Queller Technology Server update includes setting up the emails for the Andromeda3D.com website. Hence the contact forms are currently down while we set that up to replace the old forms.
Queller Update
We would like to personally thank everyone who has sent their best wishes to Queller during his recovery period. For those who were not aware, he was severely injured recently and as a result is now with stitches and recovering from fractured ribs.
He is making a good recovery, and with a little rest will be back on this project in no time. Again, we thank everyone for their kind words of support during this time.
Forums have once again been updated. This time we've added roughly 200 games in a new arcade section. The arcade keeps track of your score, keeps a high score list, allows you to challenge other forum members to beat your top score, etc. When you get the high score for a game, you get a trophy awarded for it.
Some games are immediately playable, while others you can unlock by being active in the forums. Yet another thing to keep everyone busy and active in the growing Andromeda community.
Andromeda Website
Currently the main website has undergone some changes as well, with the most noticeable being a complete design overhaul. Not all of the sections are filled in yet, and a few are just preliminary, but as one of our beta members put it - "It provides more information than the prior design".
So we'll be going with this new design for the time being and making changes and tweaks as we move forward. Please keep in mind that simply because the system has certain features built in, does not necessarily mean that we will be activating them for usage.
Part of our main concern when building this system for you is that it also run well on a wide range of systems, so to this point, we may have to disable some features in order to accomplish this. We will keep everyone up to date as to these adjustments as they happen; if they happen.
Beta Section
The beta section is moved over to the new site update and working, with the exception of the programs directory. The queller technology server is currently undergoing some maintenance and should be back online within a few days.
Beta Registrations
Registrations for the Beta Team are currently closed to the public with the exception of directly contacting the development team for special consideration. We would like to thank everyone for their continuing interest in this project.
New Emails
Part of the Queller Technology Server update includes setting up the emails for the Andromeda3D.com website. Hence the contact forms are currently down while we set that up to replace the old forms.
Queller Update
We would like to personally thank everyone who has sent their best wishes to Queller during his recovery period. For those who were not aware, he was severely injured recently and as a result is now with stitches and recovering from fractured ribs.
He is making a good recovery, and with a little rest will be back on this project in no time. Again, we thank everyone for their kind words of support during this time.
Thursday, June 5, 2008
Forum Update Complete
Back by popular demand, the Forums have been updated and moved to the new server. With this update we've included the ability to embed Youtube Videos as well as implemented a new Awards System.
Earn your badges in a myriad of things from making a single post to making 5,000 posts. Awards are being added regularly, so check back often and see how many you can collect.
- The Management
Earn your badges in a myriad of things from making a single post to making 5,000 posts. Awards are being added regularly, so check back often and see how many you can collect.
- The Management
Tuesday, June 3, 2008
Wishing Queller a Speedy Recovery
Recently our main programmer has gotten very hurt as a result of some rogue carpentry. He's currently in bad shape but recovering.
We apologize for the delay, but we're taking this time to wish him a speedy recovery.
The forums should be back online by tomorrow evening, as the upgrades are still in progress. Slowly but surely things will get put back in order, so we thank you for your patience in advance.
- The Management
We apologize for the delay, but we're taking this time to wish him a speedy recovery.
The forums should be back online by tomorrow evening, as the upgrades are still in progress. Slowly but surely things will get put back in order, so we thank you for your patience in advance.
- The Management
Sunday, June 1, 2008
Fate Plays With Loaded Dice
Due to events out of our control, the first preview is postponed. Looks like the gods of the internets did not approve of our release day and have cursed the secondary server from being online. This in turn has taken our main programmer and all around guru offline as well for the time being.
As soon as things go back online and we do a status check, we will continue forward - hopefully with the intended Preview.
Also, the forums will be down for maintenance as things are transfered to a nifty new server. It's Sunday, so it's not like you had nothing better to do than sit around here and watch the clock, right?
We'll keep everyone posted and up to date as things move forward.
- The Management
As soon as things go back online and we do a status check, we will continue forward - hopefully with the intended Preview.
Also, the forums will be down for maintenance as things are transfered to a nifty new server. It's Sunday, so it's not like you had nothing better to do than sit around here and watch the clock, right?
We'll keep everyone posted and up to date as things move forward.
- The Management
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