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General Discussion / Maps and map making
« Last post by nakorkren on October 01, 2024, 06:15:28 PM »I was thinking the other day that the Galaxy map leads us to misunderstand how travel works in Aurora. It shows the systems as dots, and then big long connections between them. That puts you in the mindset that the JPs are the long travel part, and the systems are "small" local areas. In reality travel between systems is instantaneous, and it's travel within the system that takes a long time.
With that in mind I tried to envision what a map would look like that showed the travel distance between JP within systems, i.e. flip the script and make the distance between systems zero and within systems large, as it really is. The only way I could make it work from a purely geometry perspective was to put it into 3D. I used Matlab's graph object, with the JP as nodes (one single node for say the "Sol-Vega" JP, not one for each direction), with the 'force' distribution layout on so the edges are 'direct' weighted by distance between JP. In theory this should result in the edges length as displayed being proportional to the distances between JP, although I'm skeptical it's strictly proportional. That said, here's my first attempt.
It's definitely easier to interpret when you can spin it real-time, but I do feel like it does a better job of representing how long it takes to get from one place to another. I only represented JP from 6 systems (slightly different colors on each system, used a random RGB color and they weren't as far apart as you'd hope) since I was having to enter the JP positions manually from the game screen. I'm in the process of writing a script to import a csv file extracted from the Aurora DB to create the entire galaxy in one go, since what you see here was manually inputted. If I can get that working I would like to add nodes and edges for key bodies, i.e. player and known NPC colonies, since that's pretty important for understanding transit distance/time. For example in this map, Earth is very close to the Sol-Chara gate, meaning it takes a long time to get to the Vulcar-Rana gate even though it's technically only two jumps.
Coding has been slow since I'm pretty rusty. I found that AI has been a big help with that coding though, which is interesting and echo's Steve's point recently about how he's using it in his work. I'll post an update if/when I get the automated version working. I was able to take some time off today and this is how I spent it, instead of being traditionally "productive"
With that in mind I tried to envision what a map would look like that showed the travel distance between JP within systems, i.e. flip the script and make the distance between systems zero and within systems large, as it really is. The only way I could make it work from a purely geometry perspective was to put it into 3D. I used Matlab's graph object, with the JP as nodes (one single node for say the "Sol-Vega" JP, not one for each direction), with the 'force' distribution layout on so the edges are 'direct' weighted by distance between JP. In theory this should result in the edges length as displayed being proportional to the distances between JP, although I'm skeptical it's strictly proportional. That said, here's my first attempt.
It's definitely easier to interpret when you can spin it real-time, but I do feel like it does a better job of representing how long it takes to get from one place to another. I only represented JP from 6 systems (slightly different colors on each system, used a random RGB color and they weren't as far apart as you'd hope) since I was having to enter the JP positions manually from the game screen. I'm in the process of writing a script to import a csv file extracted from the Aurora DB to create the entire galaxy in one go, since what you see here was manually inputted. If I can get that working I would like to add nodes and edges for key bodies, i.e. player and known NPC colonies, since that's pretty important for understanding transit distance/time. For example in this map, Earth is very close to the Sol-Chara gate, meaning it takes a long time to get to the Vulcar-Rana gate even though it's technically only two jumps.
Coding has been slow since I'm pretty rusty. I found that AI has been a big help with that coding though, which is interesting and echo's Steve's point recently about how he's using it in his work. I'll post an update if/when I get the automated version working. I was able to take some time off today and this is how I spent it, instead of being traditionally "productive"