Community
Community
Activity
Discord
Twitter
Youtube
Product
Design
Predict
Balance
Integrate
Solutions
Games
Tokenomics Design
Gamification
iGaming
Educational Games
Financial
Business Process Management
Manufacturing
Healthcare
E-commerce
Marketing
Data Centers
Academia
Educators
Academic Research
Resources
new
Documentation
Download the
LiveOps: Turning Chaos into Predictive Clarity Handbook
Webinars
Articles
Glossary
new
Pricing
Company
Contact
About
Careers
Partners
Machinations
Community
Product
Solutions
Academia
Resources
new
Pricing
Company
Shared: Minecraft Hunger And Exhaustion Meters
Mihai Gheza
Edited 1447 days ago
2
Open
3
Description
--- Auto-Generated Description--- This diagram is a comprehensive simulation for managing resource allocation and exhaustion levels in a game or exploration setting, specifically addressing the challenges of hunger and physical exertion. It utilizes a combination of Sources, Pools, Registers, Converters, and Gates to model the consequences of various actions—such as walking, sprinting, combat, and breaking blocks—on the player's hunger and exhaustion levels. At the core of the simulation, Converters transform actions into quantified exhaustion points, while Registers track distances traveled and time spent, offering the option to calculate needed resources based on these metrics. Actions like swimming, sprinting, or engaging in combat are tied to specific Pools representing different exertion levels, which then influence the central "Exhaustion level points" Pool. This pool then interacts with other nodes to reset or impact the hunger bar points, simulating the metabolic cost of activities. Resource Connections facilitate the transfer of resources between actions and their impact on hunger and exhaustion, utilizing interval-based transfers with specific conditions or percentages to reflect the probabilistic nature of resource consumption and replenishment. Ultimately, the diagram dynamically portrays the balancing act between undertaking actions and managing resources, vital for planning and survival in the game environment. --- Auto-Generated Description --- This diagram is a comprehensive tool designed to calculate food needs for expeditions based on activities and travel methods in a game-like setting, incorporating factors like distance and time. Starting with an infinite source node, it feeds into a complex network of pools, converters, and gates that model various activities such as sprinting, walking, combat, and swimming, each contributing differently to the exhaustion level and hunger bar points. Registers track increments in distance and time, helping to translate these activities into quantifiable exhaustion points and food requirements. Converters play a critical role in transforming activities into hunger and exhaustion metrics, while gates control the flow and distribution of resources, simulating the dynamic nature of activity-based consumption. The detailed connections between pools denote the conversion rates and dependencies, highlighting the intricate balance between different types of exertion and their impact on the player's needs. Overall, the diagram simulates how different in-game actions deplete energy and necessitate food consumption, guiding players on how to manage resources effectively during expeditions.
Share
More from
Mihai Gheza