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Minecraft Creator's New Game Called 0x10c

Unknown Lamer posted more than 2 years ago | from the space-wars dept.

Games 206

silentbrad writes "As announced last month, Notch — creator of Minecraft — is working on a sandbox space game (no, not the Mars Effect April Fools joke, though it's similar). "The game [0x10c] is still extremely early in development, but like we did with Minecraft, we expect to release it early and let the players help me shape the game as it grows. The cost of the game is still undecided, but it's likely there will be a monthly fee for joining the Multiverse as we are going to emulate all computers and physics even when players aren't logged in. Single player won't have any recurring fees. ... The computer in the game is a fully functioning emulated 16 bit CPU that can be used to control your entire ship, or just to play games on while waiting for a large mining operation to finish. Full specifications of the CPU will be released shortly, so the more programatically advanced of you can get a head start.""

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Towns (-1, Flamebait)

GamerGirlie (2612257) | more than 2 years ago | (#39600853)

Seriously Slashdot, who the hell cares? There are many better indie games in development.

For example, take a look at Towns [townsgame.com] , which is somewhat a mix between Dwarf Fortress (but with graphics and nicer to use), Settlers and Nethack.

Towns brings a fresh new take on the citybuilding/management genre by introducing many RPG features.

Drawing inspiration from games such as Diablo, Dungeon Keeper and Dwarf Fortress, the game has you managing a settlement on top of an active dungeon. Instead of playing the hero who delves deep into the dungeon, how about playing the town that houses and caters to the hero's needs?

Both the RPG and strategic aspects will be fleshed out over a series of sprawling dungeons.

Craft unique weapons, obtain randomized loot and build a settlement capable of holding back the forces that come up from the depths!

I was just introduced to this game the other day and by far it has been a blast. I always wanted to play Dwarf Fortress too, but the interface is so crappy that I just couldn't. Towns, however, combines everything I want with a nice interface. And yes, while this sounds somewhat shilling, it's because I think the game and concept is actually really great and want to see this game become something great. It's currently in alpha (but available) and the gameplay is already fun.

If Slashdot is going to report about indie games development, at least report something new and interesting and not something that doesn't even have any pictures, videos or anything to test. Sigh.

Re:Towns (5, Insightful)

ak_hepcat (468765) | more than 2 years ago | (#39600909)

Seriously? You think a site like /. doesn't have readers that might be interested in a game that contains
a VIRTUALIZED CPU THAT CAN BE FREELY PROGRAMMED?

What are you, some sort of reddit user?

Re:Towns (4, Informative)

ak_hepcat (468765) | more than 2 years ago | (#39600967)

Also? RTFA.

Here's the CPU:
http://0x10c.com/doc/dcpu-16.txt [0x10c.com]

Re:Towns (0)

GamerGirlie (2612257) | more than 2 years ago | (#39601029)

There's tons of games with scripting support. Hell, if you are a programmer (like you would have to be for this), you can do this for practically any game. Get ollydbg [ollydbg.de] , debug some and patch any existing game to run commands automatically. It's much more interesting too.

Re:Towns (4, Insightful)

Mr Z (6791) | more than 2 years ago | (#39601171)

How many games run the scripts on the server, even when you're not logged in?

Re:Towns (1)

Fned (43219) | more than 2 years ago | (#39601245)

Assembly is "scripting" now?

Re:Towns (1)

GamerGirlie (2612257) | more than 2 years ago | (#39601341)

I said there's scripting support in many games. AND THEN there's also assembly and debugging.

Re:Towns (1)

noh8rz3 (2593935) | more than 2 years ago | (#39601063)

i dont understand... 16 bit is like the snes. would the game be like a snes game?

Re:Towns (1)

Anonymous Coward | more than 2 years ago | (#39601183)

No, the 16-bit CPU is inside the game. This will be like a game SNES.

Re:Towns (4, Informative)

Mr Z (6791) | more than 2 years ago | (#39601191)

Well, the simulated processor is 16 bit, but that just runs the code you write to control your ship and such, as I understand it. Read carefully: "The computer in the game is a fully functioning emulated 16 bit CPU that can be used to control your entire ship, or just to play games on while waiting for a large mining operation to finish."

That means as part of the game, the game provides you a computer to work with, and that computer is 16 bit. There's a whole game going on outside that computer.

Re:Towns (5, Interesting)

Kefabi (178403) | more than 2 years ago | (#39601267)

What I thought was the most interesting paragraph:

The possibilities of this CPU and generator are... Fascinating. For instance, users players (see, lines are already blurring) can exchange programs, so you can expect a lively scene of people exchanging programs. There's a nefarious side to this as well - Notch will not stop anyone from making viruses, so even computer security becomes an element of play. A virus could, for instance, disable a ship's weaponry or shields.

Re:Towns (2)

Mr Z (6791) | more than 2 years ago | (#39601355)

Yes, that is fairly interesting. I had noticed it also, and wondered how it might work.

It implies there will be some mechanism for the "computers" to exchange data and programs. (Since it looks like a bog standard von Neumann architecture, there's very little distinction.) For viruses to really take off, though, they need to exploit some vulnerability that's common to many programs. So, either these computers will have some baseline of common software that they come with, or there will be some widely popular 3rd party programs written by a handful of gamers, or some combination of the two. I imagine that third case is the most likely.

This has shades of Core Wars to it, actually. I wonder if that was an inspiration?

Re:Towns (3, Insightful)

Baloroth (2370816) | more than 2 years ago | (#39601913)

Or you could make a program that works amazingly well at what it does, but with a backdoor to malfunction at a critical point (bonus points for doing so in a way that makes it difficult to detect the source, like cause a weapons control program to make the engine malfunction). Lots of malware spreads that way, and for good reason (it's easy: the user spreads it for you). More of a trojan than a virus specifically: unless there is some method of semi-automated communication between the ships, though, a true virus seems hard to do.

Unless the server architecture itself has some sort of vulnerability that allows you to circumvent the normal gameplay and install software that way. That would be... interesting, to say the least.

Re:Towns (0)

Anonymous Coward | more than 2 years ago | (#39601321)

Precisely. INCEPTION.

Re:Towns (4, Interesting)

Mr Z (6791) | more than 2 years ago | (#39601403)

A different point of amusement: The processor's capabilities and speed are roughly equivalent to the processor in the Intellivision. Most instructions are 1, 2 or 3 machine cycles long, but the processor apparently only runs at 100kHz. The Intellivision's CPU is 895kHz, but instructions take 6 to 14 cycles. The Intellivision is slightly faster, but lacks hardware divide/multiply and has less flexible addressing modes.

So, on the whole, it looks like "Intellivisions.... In..... SPACE!!!!!!!"

Re:Towns (1)

lister king of smeg (2481612) | more than 2 years ago | (#39601713)

how long till someone ports dos to their ships computer?

Re:Towns (1)

Baloroth (2370816) | more than 2 years ago | (#39601925)

People are already working on an OS for the system, so probably not very long.

Re:Towns (2)

Fned (43219) | more than 2 years ago | (#39601305)

The onboard computer in your spaceship, in the game, is 16-bit.

Re:Towns (0)

Anonymous Coward | more than 2 years ago | (#39601655)

i dont understand... 16 bit is like the snes. would the game be like a snes game?

You're lost, aren't you? Don't worry, little kid, your parents will come by to get you back to Reddit soon.

Re:Towns (1)

Anonymous Coward | more than 2 years ago | (#39601213)

It is a girl and by the sounds of it a young one. It almost sounds trollish too. I for one love dwarf fortress. The interface is terrible, but the game play is on par with the most advanced rts out there. Of course it is all opinion so troll lo lo lo la

Re:Towns (0)

Anonymous Coward | more than 2 years ago | (#39601235)

actually if this was posted to /r/gaming, i don't think anyone would say "who cares"

Re:Towns (1)

Meditato (1613545) | more than 2 years ago | (#39600991)

I disagree with your tone. I particularly (and universally) despise the statement "who the hell cares?" because it contains an arrogant implication that you speak for everybody.

That being said, I agree with the sentiment that Slashdot ignores good indie games, but my agreement is not for the reasons you think.

You might ask "but what about Mojang"? Mojang is a multi-million dollar game studio that has shown it can tangle with the big boys. Its flagship product has sold millions of copies. It sells products across multiple platforms. It's been the star of a cover article in every major game magazine. It's not "indie" by any stretch of the imagination.

Slashdot ignores nearly ALL indie game developers, with the exception of iphone app developers.

Thank you for recommending "Town", I'll check it out.

Re:Towns (4, Informative)

Anonymous Coward | more than 2 years ago | (#39601127)

Uh, Mojang definitely is "indie". Indie does not mean small or low budget, it's short for independent, as in, independent of the major publishers. Mojang self publishes, hence they are "indie". One hit game does not make them a major publisher.

Re:Towns (1)

Cinder6 (894572) | more than 2 years ago | (#39601297)

Uh, Mojang definitely is "indie". Indie does not mean small or low budget, it's short for independent, as in, independent of the major publishers. Mojang self publishes, hence they are "indie". One hit game does not make them a major publisher.

That definition doesn't seem to go with the popular definition. If all that's required to be an indie studio is to self-publish, then EA is an indie studio.

Re:Towns (1)

Jarik C-Bol (894741) | more than 2 years ago | (#39601591)

The reason EA is not Indie is because they are a publisher. Other, smaller companies make games for them. For example, DICE made Battlefield 1942, but EA funded/published it, because EA has the money and name to get it out there.
Mojang is indie because they made the game, AND they published the game. DICE, had it funded and published Battlefield 1942 themselves, they would have been the big Indie publisher on the block at the time. Now, if Mojang starts spending their money to fund other developers, and publishes a game for them, then they would be on the road to becoming a major publisher.

Re:Towns (2)

Meditato (1613545) | more than 2 years ago | (#39601487)

1. That doesn't make any sense. By that definition, all major game studios would be independent.

2. Mojang is not a small time player anymore.

3. "Indie" definitely does indeed refer to small time self-owned business encompassing a very small group of people (I usually don't even use the word "studio" unless they actually have a physical studio). There is no other sensical definition.

4. I've been a part of an indie development shops. Mojang is not an indie development shop.

Re:Towns (1)

Anonymous Coward | more than 2 years ago | (#39601721)

I fail to see how the word "independent", from which the corruption "indie" derives, has any relevance to the size of the group of people directly involved.

Oh, wait, hang on, is this some sort of hipster-logic thing that's supposed to work on the weak-willed and easily-jealous consumer? That'd explain why it sounds like hastily-constructed retcon gibberish to me. Sorry, hipster mind tricks don't work on most of us here, maybe we should've warned you before you made a fool of yourself.

Re:Towns (0)

Anonymous Coward | more than 2 years ago | (#39601045)

Either you and the site is very bad at marketing itself, or SimCity + DF isn't a very appealing combination. I think I'd rather play one or the other, instead of a lukewarm mixture of the two.

Re:Towns (1)

Anonymous Coward | more than 2 years ago | (#39601221)

Seriously Slashdot, who the hell cares? There are many better indie games in development.

-whipcrack- Back. To. Facebook! -whipcrack-

Re:Towns (1)

mindwhip (894744) | more than 2 years ago | (#39601413)

I wouldn't waste your time on towns it isn't much more than a standard resource gather and build sim with some sight tweaks, isometric 3d and poor Gameboy like graphics and animation. Even the tutorial is misleading as the instructions on how to do stuff aren't what you actually need to do...

No real innovation at all.

If you ask me parent is somehow connected to Towns and is bitter he can't produce good games while others can...

Re:Towns (1)

GamerGirlie (2612257) | more than 2 years ago | (#39601593)

Where did I say it was innovative? It's more like it combines all my favorite games together. What I understand the authors don't like the comparison to other games so making that comment while being "connected" to them would be stupid, but nevertheless it's still a great game. There is another similar, and multiplayer game called Haven and Heart [havenandhearth.com] , but sadly it is quite buggy. If they would improve the interface etc it would be great.

I do enough of this in my day job. (2)

LanMan04 (790429) | more than 2 years ago | (#39600901)

May appeal to some, but...

Frost prist! (0)

LanMan04 (790429) | more than 2 years ago | (#39600945)

nt

Re:I do enough of this in my day job. (0)

Anonymous Coward | more than 2 years ago | (#39601765)

You spend a lot of time mining unobtanium, eh?

Sorry man, you put it out there. :)

Minecraft + Eve Online = 0x10c (2)

Cito (1725214) | more than 2 years ago | (#39600925)

From reading Notch's twitter, reddit and forum posts. He's looking to create his version of Eve Online, course he mentioned Eve on the forum but he wanted a bigger sandbox whereas users could build similar to freedom to build in minecraft. But with a different spin on things.

the built in 16 bit cpu description on the 0x10c website is very interesting.

course he mentions a monthly fee for this one, so it won't be a 1 timer like minecraft, but definitely something to keep eyes on. Just hope he FINISHES it, and doesn't do like Minecraft where he writes half of it, gets bored and quits to move on to some other project.

Re:Minecraft + Eve Online = 0x10c (3, Informative)

kaellinn18 (707759) | more than 2 years ago | (#39601061)

The fee is just if you want to play online multiplayer (since the server will be spending cycles emulating your ship's computer whether you are online or not). Single player will still be a one-time charge.

Re:Minecraft + Eve Online = 0x10c (1)

Cito (1725214) | more than 2 years ago | (#39601291)

ah good to know. Course single player would probably be boring if it's a player run economy there's not much 1 person can do noone to sell too or buy from. will be interesting to see how it grows and what npc content will be put in, if any.

Re:Minecraft + Eve Online = 0x10c (1)

SomePgmr (2021234) | more than 2 years ago | (#39601813)

will be interesting to see [...] what npc content will be put in, if any.

So long as I get a proximity, heads-up groan... I'm sure it'll be fine.

Re:Minecraft + Eve Online = 0x10c (1)

Thud457 (234763) | more than 2 years ago | (#39601459)

He's looking to create his version of Eve Online,

I saw no mention of any purported galactic spreadsheet empire.

And as far as the Inception reference, I'd be more interested in a utility that allows me to exit out to the next highest emulator level. Probably need a Valentine Michael Smith to write that one, though.

Not Java. Please not Java. (0)

DurendalMac (736637) | more than 2 years ago | (#39600929)

I can only imagine how godawful this would be if written in Java. Minecraft was bad enough on that front. I don't want to know what an emulated CPU would do in a JVM...

Re:Not Java. Please not Java. (5, Funny)

Anonymous Coward | more than 2 years ago | (#39601003)

I'm sure notch is able to write terrible code in every language.

Re:Not Java. Please not Java. (1)

Jello B. (950817) | more than 2 years ago | (#39601059)

It's Java, as shown in this screenshot. [imgur.com]

Re:Not Java. Please not Java. (1)

DurendalMac (736637) | more than 2 years ago | (#39601115)

And the 16-bit CPU is programmed with...assembly? Jesus Christ, please tell me that's not the only way he plans on letting people utilize it...

Re:Not Java. Please not Java. (5, Funny)

Anonymous Coward | more than 2 years ago | (#39601151)

And the 16-bit CPU is programmed with...assembly? Jesus Christ, please tell me that's not the only way he plans on letting people utilize it...

If you don't like it, nut-up and write a C compiler!

Re:Not Java. Please not Java. (2, Insightful)

Sperbels (1008585) | more than 2 years ago | (#39601257)

If you don't like it, nut-up and write a C compiler!

There probably will be a few different compilers of different languages available by the time this game hits the shelves.

Re:Not Java. Please not Java. (2)

mdarksbane (587589) | more than 2 years ago | (#39601309)

Sounds like a pretty excellent project for a compiler/assembly class at university, actually.

Re:Not Java. Please not Java. (0)

Anonymous Coward | more than 2 years ago | (#39601207)

why not? i'd be willing to bet other people will fill the gap pretty quickly. someone will make gcc support this within a few more weeks.

Re:Not Java. Please not Java. (1, Insightful)

Surt (22457) | more than 2 years ago | (#39601779)

You don't really need a compiler to write programs for a device with less than 512 bits of memory. You can write the whole program by hand in less than the time required to launch a compiler.

Re:Not Java. Please not Java. (0)

Anonymous Coward | more than 2 years ago | (#39601103)

Don't worry about it. The CPU is pretty efficient cross-platform, because you code for it using MIX.

Re:Not Java. Please not Java. (1)

Orphis (1356561) | more than 2 years ago | (#39601263)

Here's a recent console emulated in Java. Have fun reading the code !
http://code.google.com/p/jpcsp/ [google.com]

Re:Not Java. Please not Java. (4, Insightful)

Zaphod The 42nd (1205578) | more than 2 years ago | (#39601307)

Man, Java isn't my favorite language in the world, but you really need to get over yourself. Notch can make whatever games he cares about, and you're free not to play them if you don't like the engine. Programming is WORK, and if he's putting it in, he can decide what language he wants to work in. If he thinks that being able to run it on any device without recompiling and targeting a separate architecture is worth the performance problems (and these days you can get away with quite a lot) and limitations, then thats his call. No, he can't do the sort of state-of-the-art efficiency that Frostbite 2 engine can pull off, but Notch isn't interested in that, and he doesn't have a big enough team to try to do that, and again, he can do whatever the fuck he wants. You're free to ignore it, but we don't need to hear your "AGH, JAVA!" moans over and over. "Java sucks" isn't really a joke anymore, java is what java is. Use it for what you will. Its one tool of many.

I can only imagine how godawful this would be if written in Java. Minecraft was bad enough on that front. I don't want to know what an emulated CPU would do in a JVM...

You mean like redstone computers that ALREADY EXIST? There's plenty of turing-complete implementations. And notch wasn't even TRYING to do that with minecraft. So please eat your words, immediately.

You're just showing how ignorant you are about software languages.

Re:Not Java. Please not Java. (2)

GmExtremacy (2579091) | more than 2 years ago | (#39601637)

Programming is WORK, and if he's putting it in, he can decide what language he wants to work in.

I'm not seeing where he was holding a gun to Notch's head and demanding he not make it in Java. He was simply saying that he wishes it wouldn't be made in Java (for one reason or another). Nothing wrong with criticism or opinions.

Just as he's free to post his opinion, you're free to do the same. "Wow! I love it!" isn't the only thing allowed to be posted, you know.

Re:Not Java. Please not Java. (1)

Zaphod The 42nd (1205578) | more than 2 years ago | (#39601719)

Thats fair, but the point was I reject his argument that it can't be done in java, or that it will be godawful in java. It has its limitations, but Minecraft runs just fine, and has redstone circuits, so his comment comes down to just general java-bashing without any real evidence or expertise.

Re:Not Java. Please not Java. (0)

Anonymous Coward | more than 2 years ago | (#39601943)

but Minecraft runs just fine.

Hahahahahahahahahaha... wait, were you trying to be serious?

Re:Not Java. Please not Java. (2, Insightful)

Anonymous Coward | more than 2 years ago | (#39601361)

Why the Java hate? I have the sneaking suspicion that half the people commenting have never used it, and instead rely on their experiences of web applets ten years ago and bloated software packages like Vuze.

Recent JVMs have come a long way and java code executes quite fast these days. Still not as fast as native c++ and friends, granted, but somewhere in the same ballpark. What you get in return is a higher lever language which takes care of annoying, time consuming details like managing memory and garbage collection so that you can actually focus on the stuff that matters, which would be game logic. Does anyone know a better solution for this? Some language that's easy to use yet powerful enough to do the job, and which runs on all systems with a modern JVM and OpenGL driver? Mono is still not quite complete. Python and Ruby are even worse than Java performance wise. Do you really want notch to write bad code in c++ or related languages?

Why do you even care? It's obvious that this indie game will not be like Crysis. It will not be a pixel pusher, and depending on the gameplay, it might not need that much performance.

Re:Not Java. Please not Java. (1)

Anonymous Coward | more than 2 years ago | (#39601867)

While Java the language has its advantages (such as simplicity, well-defined concurrency and massive eco-system), it also holds a considerable number of disadvantages. For one, partly due to its simplicity, it is not very expressive and has limited abstractions. Code written in other languages that does the same thing tends to be much more concise. And despite one of the language's goals of safety, it doesn't support non-imperative programming all that well. Even C++ has gotten more functional features (except for garbage collection) than Java at this point. Of course, this is generally offset by newer languages such as Scala and Clojure, which can utilize the existing Java eco-system without becoming bogged down with Java. Which brings us to the next point.

The JVM is great in certain contexts, especially server-side. But it is still a memory-hog, which means there are contexts where it is not really an option compared to certain alternatives (such as C or C++). Furthermore, the start-up time is often an issue. This is not a big issue in a server-context with long-running applications, but can be a considerable issue in other contexts. Another example is the distance between "the metal" and the JVM, which is much shorter for C and C++, which results in considerable overhead for applications such as graphics. The JVM is an awesome virtual machine with a lot of great technology that means it can potentially rival optimised C++ with much less effort on the programming side (for instance, automatically detecting when concurrency features are not needed for certain classes and methods and optimising them away, and reintroducing them when they are needed again - see escape analysis and the JVM. This isn't something that is easily supportable in C or C++), but you should still appreciate that there are contexts for which it simply isn't optimal.

That said, using the JVM for gaming is generally quite viable, especially if the graphical requirements aren't too large.

Re:Not Java. Please not Java. (2, Insightful)

wmbetts (1306001) | more than 2 years ago | (#39601893)

I'm kind of happy it's in Java. This means I'll actually be able to play it. He'll more than likely get a monthly subscription fee out of me, because of it.

16 bit processing while i'm off line? (4, Funny)

dmomo (256005) | more than 2 years ago | (#39600935)

Bit-coin fortune, here I come.

Re:16 bit processing while i'm off line? (1)

jandrese (485) | more than 2 years ago | (#39601107)

The in-game CPU runs at 100khz and has fairly primitive support for words larger than 16 bits. I'm guessing it will take an impressively long time to generate a single Bitcoin.

Re:16 bit processing while i'm off line? (-1)

Surt (22457) | more than 2 years ago | (#39601791)

It also has less than 512 bits of memory, and therefore can't store even a single bitcoin hash.

the ingame-CPU is quite interesting (3, Informative)

lixlpixel (747466) | more than 2 years ago | (#39600939)

there's already a lot done,

see reddit.com/r/dcpu16/ [reddit.com] for the first reactions...

and the first questions on stackoverflow are already coming in - stackoverflow.com/questions/tagged/dcpu-16 [stackoverflow.com]

how about curing cancer first? get some priorities (1)

Thud457 (234763) | more than 2 years ago | (#39601527)

and the first questions on stackoverflow are already coming in - stackoverflow.com/questions/tagged/dcpu-16

O_o
mfw those weren't all posted 4/1.

Re:the ingame-CPU is quite interesting (1)

loufoque (1400831) | more than 2 years ago | (#39601599)

How is it interesting?
A student that has taken an architecture class could have easily come up with a better instruction set and architecture.

Re:the ingame-CPU is quite interesting (1)

SomePgmr (2021234) | more than 2 years ago | (#39601869)

I'd say it's interesting because I haven't seen it done like this before, inside an online game.

Re:the ingame-CPU is quite interesting (1)

loufoque (1400831) | more than 2 years ago | (#39602003)

It hasn't been done yet, this is merely a project idea.
It is likely it won't do half of what he'd like to do.

so, err, a 16 bit cpu emulator? (0)

Anonymous Coward | more than 2 years ago | (#39600947)

so what? what's special about this vs a hundred other '80s/'90s cpu emulators?

Re:so, err, a 16 bit cpu emulator? (1)

kaellinn18 (707759) | more than 2 years ago | (#39601075)

The difference is that you can program this CPU to control your ship and its various systems.

Re:so, err, a 16 bit cpu emulator? (1)

Sperbels (1008585) | more than 2 years ago | (#39601095)

so what? what's special about this vs a hundred other '80s/'90s cpu emulators?

Because if you read the article, you would have found out that you can use it to control your ship, or infect other people's computers with viruses. That sounds ridiculously fun for a space nerd programmer like myself.

Re:so, err, a 16 bit cpu emulator? (0)

Anonymous Coward | more than 2 years ago | (#39601479)

So it's a game with in-game scripting? Except instead of coming with a language compiled to an efficient p-code VM, for some needless reason there is no high-level language and we have to write directly for an invented 16-bit CPU?

Is there something clever going on here, like in Core Wars where everything is played within the simulated computer?

Re:so, err, a 16 bit cpu emulator? (1)

Sperbels (1008585) | more than 2 years ago | (#39601661)

Point taken. But perhaps you'll be able to take advantage of flaws in the compilers people write...such as buffer overflows.

Re:so, err, a 16 bit cpu emulator? (1)

Bill, Shooter of Bul (629286) | more than 2 years ago | (#39601139)

How many of those are embedded in a video game and who's programming may aide or hinder your progress in the game?

Re:so, err, a 16 bit cpu emulator? (1)

Megane (129182) | more than 2 years ago | (#39601317)

What's special is that NOTCH INVENTED IT DO NOT STEAL!

Seriously, why do we need people inventing random CPU architectures for insufficiently good reason? If he used an existing architecture (which I'm sure I would have heard by now if he had) or existing language (like Lua), then well, maybe, but just because Minecraft gets a few nutters who make whole computers out of redstone Rube Goldberg parts doesn't mean there's a general call for this.

inb4 server meltdowns from having to emulate people's badly written notchcode.

Re:so, err, a 16 bit cpu emulator? (1)

Sperbels (1008585) | more than 2 years ago | (#39601451)

just because Minecraft gets a few nutters who make whole computers out of redstone Rube Goldberg parts doesn't mean there's a general call for this.

True. I'm sure the game will be playable by non-programmers too if that's what you're getting at.

Programmability (4, Interesting)

Sperbels (1008585) | more than 2 years ago | (#39601051)

I'm surprised we haven't seem more of this already. I guess the success of WoW has really dumbed down the MMO scene. Back in the day I played around with writing a BBS door game like Trade Wars 2002, but the behavior of your deployed fighters could be scripted and they could perform actions while you were offline. 0x010c looks awesome. We need more games like this.

Re:Programmability (0)

Anonymous Coward | more than 2 years ago | (#39601503)

Well in most games, botting is a violation of the ToS. In this one, botting is *part* of the game.

Re:Programmability (0)

Anonymous Coward | more than 2 years ago | (#39601529)

A bbs door game like you describe already exists (existed?)

Galwars.

And it put tradewars to shame. Tradewars was the dumbed down aol cousin to galwars.
Which was huge, complex, and completely unpopular due to being huge and complex.

From items to options it had it all. I seem to recall options to allow your fighters to patrol while you were offline. With options of what to do 'IF'.

Sure miss bbses.

But anyway. Back on point. The world does not embrace complex games. I think the only two profitable exceptions we've had in the last couple decades have been second life and the space game that keeps showing up here that i never remember the name of...

Everything else has been pretty much lowest common denominator games. for proof theres farmville, pvz, angry birds, wow.... lol

Re:Programmability (1)

Sperbels (1008585) | more than 2 years ago | (#39601761)

Your thinking of EVE online.

I suppose you're right that there's not much of a market for complex games like this. But if the average player didn't have to deal with writing any code then it could work. The code guys might be the equivalent of the game's crafters, and people buy (using ingame currency) software from them.

Re:Programmability (0)

Anonymous Coward | more than 2 years ago | (#39601621)

I don't play WoW, but I occasionally talk to people who do. I gather there is a fairly active Lua scripting community for WoW addons... but addons are not allowed to play the game for you (a non-trivial restriction, but basically there's a set of actions that the addon can't do without the user pressing a key or clicking a button).

Re:Programmability (0)

Anonymous Coward | more than 2 years ago | (#39601663)

Now, put that same CPU in an AI tank battle game like.. I believe it was OGRE back in the day? That'd be fun. :)

0x10^c not 0x10C (1)

Anonymous Coward | more than 2 years ago | (#39601165)

On the site it's 0x10 (16) raised to the power of c. That's not meaningful here but since it's in a parallel sci-fi universe all bets are off.

I was kinda wondering how 0x10C (268) could have any meaning. 0x10^c makes a lot more sense for something sci-fi.

Re:0x10^c not 0x10C (0)

trout007 (975317) | more than 2 years ago | (#39601533)

C is the hex value for 12 not speed of light c

Actually, 0x10^C (5, Informative)

Anonymous Coward | more than 2 years ago | (#39601189)

Took me a few minutes to figure out, but the title is actually 0x10^C, which is 16^12 in decimal, which is 281,474,976,712,644, which is the year the game is set. Clever!

Re:Actually, 0x10^C (5, Informative)

Rotag_FU (2039670) | more than 2 years ago | (#39601853)

Took me a few minutes to figure out, but the title is actually 0x10^C, which is 16^12 in decimal, which is 281,474,976,712,644, which is the year the game is set. Clever!

Well if you want to get ever more precise and pedantic. 16^12 is actually 281,474,976,710,656 not 281,474,976,712,644. While it is true that the game is set in the year 281,474,976,712,644, the way that number is arrived at is by adding 1988 to 281,474,976,710,656 to get 281,474,976,712,644. The concept is that in 1988 the cryo units for travel were accidentally set for 281,474,976,710,656 years due to an endian mistake.

GCC cross-compiler? (1)

Max Threshold (540114) | more than 2 years ago | (#39601203)

How long before GCC can target the DCPU-16?

Re:GCC cross-compiler? (2)

Anonymous Coward | more than 2 years ago | (#39601537)

Forget gcc, I want to see it implemented in redstone.

It's like a PDP-11 (5, Informative)

Animats (122034) | more than 2 years ago | (#39601237)

It's very similar to the basic models of the PDP-11. 64K of 16 bit words, two-address instructions, operands can be registers or memory. It should be possible to modify a PDP-11 C compiler to compile for the thing.

No indication of how I/O works, or if there are timers or interrupts. If you're supposed to control a spaceship with this, they're going to need those. PDP-11 I/O was done by putting devices on the same bus as memory, and storing into their device registers. But the spec here says that you have 64K words of memory; no portion of the address space is reserved for I/O. So they may use the unassigned opcodes for I/O.

Re:It's like a PDP-11 (1)

Surt (22457) | more than 2 years ago | (#39601841)

Where did you get the 64k? The spec says:
* 16 bit unsigned words
* 0x10000 words of ram
* 8 registers (A, B, C, X, Y, Z, I, J)
* program counter (PC)
* stack pointer (SP)
* overflow (O)

That's 32 words, or 64 bytes, not kbytes.

Re:It's like a PDP-11 (1)

Anonymous Coward | more than 2 years ago | (#39601973)

You know, 0x10000 is hex, not bits, so that means 65536 words

Re:It's like a PDP-11 (1)

loufoque (1400831) | more than 2 years ago | (#39601907)

No interrupts nor timers, memory-mapped I/O.

Prediction: It will be awesome, or it will suck. (1)

SuricouRaven (1897204) | more than 2 years ago | (#39601269)

With a concept like this, there is no middle ground. It'll either be incredibly great, or painfully bad. No possibility in between.

Re:Prediction: It will be awesome, or it will suck (1)

fastest fascist (1086001) | more than 2 years ago | (#39601469)

I think there's a big middle ground: Incredibly great, but only if you're in the small niche it appeals to.

Re:Prediction: It will be awesome, or it will suck (1)

SuricouRaven (1897204) | more than 2 years ago | (#39601517)

I thought that was a given. If you're not in the niche, it doesn't even make it to suck. It's be incomprehenseable, and unplayable.

Security? (2)

ktappe (747125) | more than 2 years ago | (#39601489)

How long until there's a virus that starts crashing players' ships?

Re:Security? (2)

blattin (1335585) | more than 2 years ago | (#39601759)

"The possibilities of this CPU and generator are... Fascinating. For instance, users players (see, lines are already blurring) can exchange programs, so you can expect a lively scene of people exchanging programs. There's a nefarious side to this as well - Notch will not stop anyone from making viruses, so even computer security becomes an element of play. A virus could, for instance, disable a ship's weaponry or shields. " From: http://www.osnews.com/story/25765/Notch_unveils_0x10c_space_sim_with_custom_virtual_processors [osnews.com]

but... (0)

Anonymous Coward | more than 2 years ago | (#39601905)

does it run linux?

Spec file can't be distributed / Notch is a bully (-1)

Anonymous Coward | more than 2 years ago | (#39601909)

Notch likes to threaten people with lawyers

  http://www.reddit.com/r/Minecraft/comments/p7jbz/about_the_survival_guide/ so I would be careful with the spec file since it isn't under a license which allows redistribution.

While this should not stop anyone from being able to use the file it is currently impossible for anyone other then Notch to distribute the spec file.

Why not just create a scripting language? (2)

default luser (529332) | more than 2 years ago | (#39601947)

In the end this is all you're going to use your emulated CPU for - scripting events. And while people will argue until their throat hurts that scripting is so much more limited than a real CPU, please remember one crucial fact: this IS NOT a real CPU.

This is a simulated CPU crafted by the game designer, and any use you get out of this CPU will be limited by (1) the architecture/memory and (2) the I/O provided to interface with various aspects of the game.

Why not just use a scripting language with defined interfaces and put a limit on the maximum program length (to simulate the intended limitations of the 64k ram, etc)? There's no reason you can't design-in similar limitation to keep players on their toes. You will also entice an entirely new set of players into the game who can comprehend how a simple script works, but stare glass-eyed at you when you mention non-maskable interrupts or twos-complement arithmetic.

Besides, everyone knows that some community member(s) will release a high-level language and compiler (of questionable quality and support) as soon as the game is launched, so why bother making this pretty CPU emulator if few players will ever see? I say the creator should just save himself the trouble of player backlash about a crappy community-supported IDE that he can't fix, and just do it himself.

My plans and why I am excited for 0x10c (1)

Frac O Mac (1138427) | more than 2 years ago | (#39601957)

I made an post on reddit [reddit.com] detailing the swarm that I hope to make. Slashdot seems like a better place to get feedback from though, so please feel free to tear apart my plan!
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