ezee wrote:Ouch ... i realize i posted a lot of datas
I didn't even realise until i revisited this thread and noticed page 4 was full whilst it was the 'last page' last time i chcked.
Regarding BaseComputer, I think this is the class we need to pimp out with hooks into the economy. Somehow the base or basecomputer needs to figure out which node in the economy is 'his'... Or perhaps we shouldn't precreate the entire economy, but rather give the ability to add entities to it, returning references to them upon creation. The BaseComputer seems to me to be the thingie controlling the screens you can trade with. "Buying a planet" is probably more long term, though once the economy is in place, i don't think it'd be too hard to create a screen of buttons to push corresponding to governer actions inside the economy.
I'm not sure market necesitates not running during 2d time. In fact, it might prove advantagous to only process during 2d time (as you don't exactly need to run those static backgrounds at 60fps, but seeing that missle before it hits sounds like a good idea. Though this could lead to some delay before being able to buy something due to the economy needing to calculate what happened those three hours you spent in space.
I didn't call thinks 'units' in my documentations because units are actual things within the vegastrike code, and there are some differences between vegastrike units and 'entity's. The reason a Cargo is not a container, is that the container would impose limits to the size and perhaps weight of its contents. These are probably not too hard to make either. Cargo is also a tad different from the unit systems' representation of cargo. IIRC, A unit can be any number of a singular "cargotype". It may be benefitial from vegastrike too to remove the concept of cargo from the unit class and implement the cargo/cargotype classes.
Those enhancements seem enhancements for units, and within vegastrike pretty much anything is a unit, so they could do possibly anything. They require a filename for some reason though. Possibly this is how mods work.
market/economy at the moment is a simulation of production of resources. There are as of yet no ways to move stuff from base a to base b or vice versa. For a first try, it would probably be best to have a way to insta-move cargo from one place to the other to facilitate actual trade, and perhaps later have a mechanism by which to tell vegastrike to have a ship actually moving 400 cattle from earth to the moon and the moon taking in those 400 cattle (assuming they aren't shot down in between ofcourse).
I am familiar with the carhesian coordinate system but i am not really sure what you are planning to do with it. A position in a production chain is a integer value where we can have multiple things on the same place in the production chain. For example, starting with a 'stuff', we can make either a 'foo' or a 'bar', then, with the 'foo' and the 'bar', we can make a 'baz'. the production for foo and bar are both second in line in the production process.
Position, velocity and acceleration are related concepts, Whilst you can certainly define them to be unrelated things, they will still act in relation to eachother. I think at this time you may be trying to find a problem to fit the solution you found.
Redadders work had simulation of price deal creation, divident payout and what not. However, simulating one economic tick already takes 2 seconds now all that is happening is the production. I think it is important to keep additions simple and fast rather then to precisely simulate what we think will happen. To that effect i would suggest we start with price being a simple multiplication of the quantity available and the (physical) distance it needs to travel. Have the library keep the potential to run 'insane' economies, and delegate control to the governers whom may fail at that job (because for some reason player keeps shooting down all his shipments of, say, wine. Why affect a planet directly when you can do it indirectly for profit? :p).
Curious about the active starsystem thingie. Are you sure the rest is not loaded? or is that just the convenient "this is where the player is, so spawn stuff here" handle? In the former case, we would need for the basecomputers to find their market equivalence.
By the way, you haven't yet posted your cmake errors. I need to go out now, but I'd love to take a look at it and see if there is anything i can do at my end.