[HN Gopher] Auto Traffic Control - A gRPC Programming Air Traffi...
___________________________________________________________________
Auto Traffic Control - A gRPC Programming Air Traffic Control Game
Author : nivenkos
Score : 87 points
Date : 2022-08-14 10:45 UTC (12 hours ago)
(HTM) web link (auto-traffic-control.com)
(TXT) w3m dump (auto-traffic-control.com)
| sand500 wrote:
| It would be cool to have an ATC game that uses real life
| historical traffic to see how you would do. Pick an airport and
| draw a bounding box around it, record when and where a plane
| enters the box and replay it in the game. Difficulty can be based
| on which airport you pick from small regionals to the big multi
| airport Class-Bs
| xuhu wrote:
| Since planes go where your code tells them to go, is there a
| way to combine old trajectories with the possibly different ATC
| game's directions ?
| [deleted]
| sand500 wrote:
| I'm not sure how realistic the airplanes' responsiveness and
| agility are in this game. At maximum traffic, it will be one
| plane per a grid point. Think of it like a game of snake but
| the tail is static and you are directing the food to join in
| at the end of the tail.
|
| Things like rectangular holding patterns aren't feasible when
| you are playing only in 2 dimensions
| toast0 wrote:
| Final Approach - 1982
|
| https://www.mobygames.com/game/final-approach
| sand500 wrote:
| Ooh seems cool. Reminds me of the ATC game on iOS way back in the
| early days of iPhone.
| onlyusername wrote:
| That game is probably Flight Control:
| https://en.wikipedia.org/wiki/Flight_Control_(video_game)
| jdno wrote:
| "Flight Control" was one of the first games I ever played on
| iOS, and one of the inspirations for Auto Traffic Control. I
| like how engaging the game was, considering it had only a
| single input and a very simple set of rules.
|
| https://en.wikipedia.org/wiki/Flight_Control_(video_game)
|
| The other game that influenced the design of ATC is "Sector
| 33". In this game, players had to do a little bit of math using
| the speeds and distances of planes to coordinate their approach
| to an airport.
|
| https://www.nasa.gov/centers/ames/Sector33/iOS/index.html
|
| Ideally, I'd like to combine the colorful art style and casual
| randomness of Flight Control with the simple arithmetic of
| Sector 33. I want to make it interesting for players to watch
| their creation play the game, and give them a sense of
| accomplishment when multiple aircraft land in perfect intervals
| one after the other.
|
| Here is a little bit more background about the inspiration for
| the game in case you want to know more:
| https://www.jdno.dev/auto-traffic-control/
| Rebelgecko wrote:
| For Oculus owners, there's a really fun VR take on this concept
| called Control Tower VR. It's not super polished, but the core
| gameplay loop is fun enough that I don't care. Having a third
| dimension to route aircraft is really fun, as well as just
| walking around and watching them.
| jafo wrote:
| Or Kennedy Approach on the C64: "United three two six, say
| heading and altitude" "This is United three two six on one
| eight zero at four thousand feet"...even though I knew damn
| well what his heading an altitude was.
| blue1 wrote:
| Some years ago a guy called Weps made a free remake for
| Windows of Kennedy Approach (identical to the original, with
| some optional improvements). It's still fun.
| mdaniel wrote:
| > Weps made a free remake for Windows of Kennedy Approach
|
| There was quite a bit of SEO spam to work through as it
| seems they let the domain lapse and it was bought up, but
| this seems to be the general ballpark of when it was live:
| https://web.archive.org/web/20081223024015/http://www.kenne
| d...
|
| For some reason Wayback didn't hyperlink the actual
| download, but updating the URL will return it: https://web.
| archive.org/web/20081224105001/http://www.kenned...
| ChicagoBoy11 wrote:
| As someone who got into real flying from videogames, far and away
| the thing that has surprised me the most is how much actual "ok
| look out so you don't hit anyone" there actually exists around
| decently busy airports in a metropolitan area. More than once
| I've been flying around my local Class D airport and it was
| abundantly clear to me just how stressful a job it is to work
| traffic somewhere like that with all sort of VFR traffic. This
| looks fun!
| t0mas88 wrote:
| Absolutely, even around JFK and LAX this is very much a thing.
|
| Europe does it differently and keeps traffic on instrument
| procedures and radar vectors even in good weather. But in the
| US it's super common in nice weather to have jets into all
| major airports fly visual approaches, where separation between
| traffic is very much "look out the window at the plane ahead,
| don't hit them."
| krzyk wrote:
| Sounds pretty scary, I was sure everyone uses instruments.
| mdaniel wrote:
| heh, I'm surprised it didn't include the automatic HN front-page
| keyword "... in Rust" https://github.com/jdno/auto-traffic-
| control/blob/main/Cargo...
|
| but, seriously, I wondered if one needed to deal with waypoints,
| but it seems that no, they are liberally available: https://auto-
| traffic-control.com/docs/coordinates#routing-gr...
|
| I like Zachtronics games as much as the next crazy person, but
| the thought of having to implement this for a game gives me
| anxiety
___________________________________________________________________
(page generated 2022-08-14 23:01 UTC)