Fallout 4 Gets Logic Gates, Is Functionally Complete

Fallout logic. This is literally called Fallout logic. This is far more confusing than it should be.
Fallout logic. This is literally called Fallout logic. This is far more confusing than it should be.

Fallout 4, the latest tale of post-apocalyptic tale of wasteland wanderers, got its latest DLC yesterday. This add-on, Contraptions Workshop, adds new objects and parts to Fallout 4‘s settlement-building workshop mechanic. This add-on brings more building pieces, elevators, and most importantly logic gates to Commonwealth settlements.

The Fallout logic gates are used in conjunction with electric generators, lights, and automated sentries used to build settlements. Although a simple NAND would do, there are several types of logic gates including AND, OR, XOR, NOT, NAND, NOR, and XNOR.

The in-game explanation for these gates is very, very weird. AND, OR, and XOR “transmit power or not depending on the combination of power to their inputs”. NOT, NAND, NOR, and XNOR are apparently different, “only transmitting power if their inputs are connected directly to the output of other logic gates”. The reason for this arbitrary distinction between different sets of gates is currently unknown except to a few programmers and project leaders at Bethesda. It should be noted {AND, OR, XOR} is not functionally complete.

With implementations of logic gates in video games comes some very interesting if useless applications. Already Fallout 4 has light boxes, allowing for huge animated billboardsFallout speakers, the wasteland’s equivalent of Minecraft’s note block, can be used to play simple melodies. You can do anything with a NAND, so we would expect automated, sequenced versions of animated billboards and monophonic synthesizers to appear in short order.

Functional completeness can add a lot to a game. Since Minecraft added redstone logic to the game, we’ve seen some very, very impressive block-based builds. The Minecraft CPU generally regarded as being the first, most complete CPU took about three months to design and build. This build didn’t use later additions to the redstone toolbox like repeaters, pistons, and the now-cheaty command blocks.

Behold: Valve’s VR And AR Prototypes

Just in case anyone secretly had the idea that Valve Software’s VR and other hardware somehow sprang fully-formed from a lab, here are some great photos and video of early prototypes, and interviews with the people who made them. Some of the hardware is quite raw-looking, some of it is recognizable, and some are from directions that were explored but went nowhere, but it’s all fascinating.

ValvePrototypeVIsit-172-Medium
An early AR prototype that worked like looking through a tube into another world.

The accompanying video (embedded below) has some great background and stories about the research process, which began with a mandate to explore the concepts of AR and VR and determine what could be done and what was holding things back.

One good peek into this process is the piece of hardware shown to the left. You look into the lens end like a little telescope. It has a projector that beams an image directly into your eye, and it has camera-based tracking that updates that image extremely quickly.

The result is a device that lets you look through a little window into a completely different world. In the video (2:16) one of the developers says “It really taught us just how important tracking was. No matter [how you moved] it was essentially perfect. It was really the first glimpse we had into what could be achieved if you had very low persistence displays, and very good tracking.” That set the direction for the research that followed.

Continue reading “Behold: Valve’s VR And AR Prototypes”