A silly game
Oct. 22nd, 2011 01:56 pmRecently, thanks to
mobbsy, I have been playing quite a lot of SpaceChem.
I suppose it's most like Peeko Computer on the BBC Micro, except that the machine model is multi-threaded (yay!) and lacks jump instructions (less yay); you're given a set of primitives with slightly awkward behaviour and a task to perform, and you have to write the best program to do the job. It seems that I can usually write programs that work, but they are much bigger and slower than the optimal ones whose existence is suggested at the end of the level; and the game doesn't tend to give you advice on style and efficiency.
See: large, slow acetylene and ammonia factories


I know that a lot of my friends play this; how does one build smaller, faster factories?
I suppose it's most like Peeko Computer on the BBC Micro, except that the machine model is multi-threaded (yay!) and lacks jump instructions (less yay); you're given a set of primitives with slightly awkward behaviour and a task to perform, and you have to write the best program to do the job. It seems that I can usually write programs that work, but they are much bigger and slower than the optimal ones whose existence is suggested at the end of the level; and the game doesn't tend to give you advice on style and efficiency.
See: large, slow acetylene and ammonia factories
I know that a lot of my friends play this; how does one build smaller, faster factories?
no subject
Date: 2011-10-22 07:20 pm (UTC)It would be shameful for me not to do a good one for the acetylene level: I did this (http://www.chiark.greenend.org.uk/~pcorbett/schem_acetylene.png) which I think has the advantage of being pretty. Furthermore with a little loop size fiddling, I even managed to elimaate the need for syncs.
Remember:
1) The start point can be moved
2) Exploit symmetry where possible
no subject
Date: 2011-10-22 09:58 pm (UTC)