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by simonh 1204 days ago
That's cool, but it has a very conservative descent profile and would use a ton of fuel. Having played Kerbal I'm used to attempting fuel efficient landings, which means more of a suicide burn approach, but of course this game doesn't keep track of that.

There's something timelessly appealing about lunar lander games. The very first game I ever played on a computer, written in BASIC, was a 'turn based' one dimensional lunar lander game where you input how much thrust you used for each second of the descent, and then it recalculated your altitude, velocity, etc. I learned programming by rewriting it to be a real-time game where you pressed a key to fire the engine.

3 comments

Which points to a lovely idea - the game becomes writing competitive lander algorithms. Just need a bit of JSFiddle adding...
That'd be very fun indeed!
Maybe not for long, because for a given set of constraints to optimze for, there's probably a solution for which it can be proven to be optimal. At that point there's no more contest.
Obviously next you switch up the game to do things besides lunar landing. Have it be a take off ascent simulator for example. After a few years we can have an entire space mission programmed by gamers...
People have released very sophisticated autopilots for KSP. The game can practically play itself.
Ditto on the timeless appeal.

Watching this auto pilot reminded me of landing Getaceiver on Barsoom in Heinlein’s Number of the Beast, which has a very long passage describing the (fictional) orbital mechanics landing on (a fictional alternate reality version of) Mars.

The first program I ever keyed in was the one dimensional lunar lander simulation on my dad's HP calculator. Must have been 6 or 7 years old (by 9 years old I was doing BASIC on an Apple ][ with floating point card and programming intersections of two pipes to make cutting templates). Even back then I got to the 'suicide burn' approach. Made playing the arcade game pretty easy years later.