"Creating SF: Depicting Space Battles in Visual SF" Topic
2 Posts
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Tango01 | 25 Jul 2017 12:13 p.m. PST |
"One of the biggest problems in creating a SF story in any medium is the concessions that have to be made to the medium in which the story is told. This is especially prevalent in visual media such as movies, games, and comics/animation. The problem is acerbated for those how prefer SF that falls onto the 'harder' end of the spectrum, as they lose many inaccuracies usually used because they make the telling of the story easier. While someone unconcerned with how a space battle might actually look given the technology concerned it is a simple matter to add some glory lasers and explosions, copying what has worked in other franchises like Star Wars or Star Trek. For those of you that do worry over these details, read on.. I'm going to discuss some of the more common elements of space battles in visual SF, although by no means all of them. For each I'll try to look at why they are shown the way they are, why they are inaccurate, and how they can be changed for greater realism. A lost of this sort of thing comes down to the exact details of the setting so I will focus on fairly broad issues, things that are unlikely or impossible given our current understanding of physics…." Main page link Amicalement Armand
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SouthernPhantom | 02 Sep 2017 9:56 a.m. PST |
Very interesting article. In wargaming, the 'blobs' of ships are all too often necessary, allowing for detailed models larger than a grain of rice, on boards that don't occupy a gymnasium. |
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