Anyone else unable to use Claude?
I cant send messages or anything it tells me to check status but like its says operational
I cant send messages or anything it tells me to check status but like its says operational
EDIT: AFTER OPTIMIZATION I WAS ABLE TO SMOOTHLY RUN OVER 5000 STARS INGAME and with low FPS 50K - IT MAY BE POSSIBLE TO DO THIS INGAME WITH A BETTER PC
Want to know some stats: No? Well. I am telling you anyway. You don't get a say.
This is a render that took half a minute, the stats in the bottom corner are not real i doctored the image don't actually expect to run this unless you have a threadripper
One million procedurally generated star systems all with 5-10 planets and each planet with 1-4 moons. Planets was softcapped. Record planet count in a system was 16.
Average nearest-neighbor distance: ~7,645 AU (0.12 light-years ish)
Median: ~7,180 AU
Closest pair anywhere: ~18 AU apart (closer than Neptune is to our Sun), it was two 5 planet systems with minimal planet distances.
Sparsest pair: ~46,500 AU apart. Two very large systems, two 14 planet systems with a wildly eccentric last planet pushed them away
For context: Proxima Centauri is ~4.2 ly from the Sun. So on average, procedural neighbors are packed ~35x tighter than our nearest real star.
Forced-purple stars: 16.02% empirical vs 16% designed. I purposely made more of them generate bright purple than anything else for NO particular reason.
The other 84% roll random color as usual no bias
Hey! I'm currently developing a spaceflight simulation game entirely in a single HTML file, and in my journey of optimization and compression I have found Bytebeats work best as the music for my game as the file is less than 250 kilobytes.
The game is very about adventuring through space and different places. Currently there are quite a few tracks, all of which I took from Dolichan. I want to amend that and pave over that with some new bytebeat tracks that are original.
If you'd like to help, here's essentially what i'm looking for - any one of these. (you will get credit on Github.)
'Atmospheria' - Happy song. Anything. Open ended, it is for being within a planet's atmosphere.
'In The Zone' - A slightly more spacey song for being in a planet's gravitational range.
'Travelline' - Slower, melodic track for interplanetary travel.
'Missionary' - Happy song as well like Atmospheria, but odd. This is for being in the gravitational range of a moon object.
'Through The Galaxy' - Very space themed song specifically for deep space where you are billions of miles from any other object.
'Visions of the New' - Spacey but really anything goes. For being within the gravitational range of a different star system (such as Alpha Centauri).
'Signal Of Distress' - Gliese 876 star system. Similar theme to Visions Of The New but a little sad.
'Unknown Variables' Tau Ceti star system. SImilar theme to Visions Of The New.
'Assembly Line' build area track. Factory like
Any other track - I may include it. If you got something that's spacey or interesting already, drop it here.
Hey! I'm currently developing a spaceflight simulation game entirely in a single HTML file, and in my journey of optimization and compression I have found Bytebeats work best as the music for my game as the file is less than 250 kilobytes.
The game is very about adventuring through space and different places. Currently there are 5 tracks, all of which I took from Dolichan. I want to amend that and pave over that with some new bytebeat tracks that are original.
If you'd like to help, here's essentially what i'm looking for (you will get credit on Github.)
'Atmospheria' - Happy song. Anything. Open ended, it is for being within a planet's atmosphere.
'In The Zone' - A slightly more spacey song for being in a planet's gravitational range.
'Travelline' - Slower, melodic track for interplanetary travel.
'Missionary' - Happy song as well like Atmospheria, but odd. This is for being in the gravitational range of a moon object.
'Through The Galaxy' - Very space themed song specifically for deep space where you are billions of miles from any other object.
'Great Unknown' - Spacey but really anything goes. For being within the gravitational range of a different star system (such as Alpha Centauri).
Edit: Right after i posted this some guy made a fork which adds literally almost every feature from main sfs and overhauls the entire game. Sooooo... lol
Q: Doesnt this break rule 6?
A: No. That rule goes for like, 5 posts of the same exact mission. This is a single, final post due to massive updates for atleast this week. Plus i'm hiding the original post.
https://github.com/CatPrinceHQ2/SpaceflightSimulatorInHTML
The game has been majorly overhauled, pretty much rewrote the entire thing today. Plays very much like normal SFS.
All planets have colored orbits, moons are added, orbits are no longer just big circles, they have shapes!! The code's ready for me to add the Alpha Centauri system soon.
The only thing left to do is give this thing ultra-moddability with mod files downloadable for custom systems or parts just like in Normal SFS. Which i will work on. I hope you enjoy it.
https://github.com/CatPrinceHQ2/SpaceflightSimulatorInHTML/tree/main
It's pretty straightforward except its 3,600 lines of code so its not straight forward. Uh... read the readme, ok?
Basically a crap version of SFS for Google Chrome. I hope you like it. I'll update this so leave suggestions. Thanks
By “best,” I mean the rocket that can accomplish the most stuff.
If we ignore aesthetics entirely there has to be one rocket given the limited build area that mathematically provides the best possible mission capacity (aka largest delta velocity)
I would assume just fitting the most fuel possible and using the most efficient thrusters possible but I think since the combinations of builds you can make in this game are practically endless, it's more complicated to actually find out than to explain it in words.
Given the standard build area and available parts, has anyone figured out what the most capable rocket design is? Is there a known “ultimate” SFS rocket, or is the amount of things you can make in this game too much to ever know?
I dunno bro. It works i guess.
I did it pretty easily with a simple 3 stage rocket but I have DLC parts. Is it possible without DLC?
The rules of the art project (as my teacher instructed)
Any means of creation in-game are allowed within reason as the entire building process is recorded and AI is not used.
The entire project creation process must be recorded start to finish (ended up with several gigabytes of video, lol)
NO outside help is allowed.
Time limit: 1 week, 2 days (expected to finish in 1 week. the extra two days are for issues)
Project is worth 10% of the semester grade (100PT).
Score given by teacher: 97%
Info: 256 chunk render distance via Voxy Mod (Distant Horizons is really bad! Not recommended!)
This was built legitimately. By legitimately, i mean specifically no world editing whatsoever. However, i did use blueprint mods (Litematica) and item dupes. I spent 6-8 hours a day on it for around 4-5 months toward the end of 2025. I know you won't believe me, people, so if need be i can show progress screenshots and hours of video. This was genuinely made in survival. See statistics.
There are no known bugs other than long notes seeming unhit after release. They are not. You still get your score. No, you are not missing notes. I dont know how to fix it. I tried, im sorry!
This is free to use, and free to distribute, but you ARE NOT allowed to modify it. The code is obfuscated to deter you from attempting to. This is to prevent people from redistributing it under their name and taking the credit. GG.