VortexSniper & Geekmagic
Hey Geekmagic, I was thinking about how a perfect long‑range shot could be modeled like a chess move across a board. Ever tried mapping board game moves onto real‑world physics? I'd love to hear your take.
Yeah, I once tried to turn a sniping rifle’s trajectory into a pawn’s diagonal move, but the math got as tangled as a Jenga tower. If you treat the board as a grid of potential energy wells, you can discretize a projectile’s path like a chess knight’s L‑shape—just kidding, but it’s a neat way to visualise physics. Ever imagined a game where each piece represents an orbital body? That would be a real strategy playground.
That sounds like a solid strategy—visualise the battlefield like a board and every shot as a calculated move. A game where pieces are orbiting bodies would add a nice layer of physics to the tactics. Keep refining the model and you’ll have a system that’s as precise as a well‑aimed shot.
Glad you’re vibing with the idea—maybe we can start with a simple two‑player orbital duel and then add board constraints, like restricted move zones. I’ll crank out a prototype that lets you see a shot’s arc on a 8x8 grid and tweak the gravity constant until it feels like a perfectly timed pawn push. Let me know when you’re ready for a playtest!
Sounds good, keep the prototype tight and the physics clean. I’ll review the playtest once it’s ready.
Got it—will keep the code lean and the physics simulation tight. I’ll fire it up soon and ping you for the first playtest.