Author Topic: What are you working on? :D  (Read 34531 times)

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Aino

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Re: What are you working on? :D
« Reply #540 on: October 05, 2011, 06:57:36 AM »
Well, I'm asking around and then coding, so that I can do other stuff that is unsolved while I wait for an answer... I think it's pretty nice to do that...

And because I asked, I do believe I will optimize my project alot now, currently each block(like in minecraft) checks for a neighbour and does that by doing a for loop throuhg all the blocks(around 10.000) when created and updated, with the binary search/hash tables(which both I didn't know about) are far more efficient for this than looping through all of the blocks.

I also have no time limit on my project, I have no intention being quick about the project... So I'll use the time I need :)

Orion63

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Re: What are you working on? :D
« Reply #541 on: October 05, 2011, 12:07:03 PM »
I think I know now, what you want and indeed checking every block is a bit overkill(underkill in this case?), and if I am understanding the problem correctly, your best bet is making a hash table, in which the key is the hashed coordinate, and whenever trying to check for neighbors, it creates the coordinates where they should be(moore neighborhood), and checks if exists in the hash table...

And if you want alternatives, a binary tree, would also be a good option, and perhaps a quadtree, which seems appropriate to the kind of problem, you're facing. I never used it thought in any of my cellular automata programs(Seems similar to your problem.). I would normally use either a hash table, or just a regular list(with some nasty hacks ^^).
« Last Edit: October 05, 2011, 08:22:00 PM by Orion63 »

Pilchard123

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Re: What are you working on? :D
« Reply #542 on: October 05, 2011, 07:46:08 PM »
...currently each block(like in minecraft) checks for a neighbour and does that by doing a for loop throuhg all the blocks(around 10.000) when created and updated....

*vomits*


Aino

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Re: What are you working on? :D
« Reply #543 on: October 21, 2011, 10:19:55 PM »
Hmm, the biproduct of me dilly dalling around in lua is a score board, it shows the score for every AI(including the player ;P) except the greys. I have plans for making it only show factions alive, but that is for later times :P

It's also closeable, it got this one button to open and close the board :P

Aino

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Re: What are you working on? :D
« Reply #544 on: October 22, 2011, 03:27:40 PM »
Got an awesome idea for a map, going to RingDesigner to make the map :D

Aino

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Re: What are you working on? :D
« Reply #545 on: October 22, 2011, 09:09:19 PM »
Ok, fixed most of the map :D

It's you, a military veteran of Crow Mining Corp, and Crow Corp has been attacked during a peaceful mining operation on an asteroid field with no name(gimme some :D). Then Crow Corps Mining Operator had to send in military forces to fend off the attack. This wasn't a success, because the leader of the military sucked. They then sent down another Military force, to fend off and protect their home on the field. They also sent you to help with strategies.

This is just some back story, I'll flesh it out more if some of you really read that :P

But the gameplay is new, you have an AI controlling your forces(you can also control the forces) and it uses the Merchant AI. The only thing the AI controlling your forces can't do, is decide where to attack, thats your thing to do! You must click an asteroid, then make it an attack node.

I need beta testers, so I'm gonna make a new topic :P

Aino

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Re: What are you working on? :D
« Reply #546 on: November 05, 2011, 11:30:14 PM »
Got a new proj. and hoping it will last out till Skyrim arrives, probably won't happen, but can hope :)

This has also been the most boring weekend of mine, so I'll ask: What are you workin' on? :P

And Bonobo, finish up testin' my map?

collapsoul

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Re: What are you working on? :D
« Reply #547 on: December 04, 2011, 04:42:07 PM »
Code: [Select]
arr=Euflorium:GetForumAsTopicArray("User levels and modifications")

--this loop is obviously not infinite, however it's still in progress
for counter,value in ipairs(arr) do
 ReadTopicCarefully(value) --yep, all of them to the last one
end

while collapsoul:GetNumCreativeIdeas()>0 do
 collapsoul:CreateMoarMaps()
end
You never get involved in a pig fight. If you do, three things happen: you get dirty, you get tired, and only the pig has fun.

Aino

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Re: What are you working on? :D
« Reply #548 on: December 04, 2011, 04:58:10 PM »
LOLOLOLOLOLOLOL

Nice one :D

collapsoul

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Re: What are you working on? :D
« Reply #549 on: December 04, 2011, 05:11:26 PM »
Oh yes, also excuse my bad English, for my native language is... uhh... Clipper (Harbour) - our company's primary language for accounting software development  :-[

But the whole life/evolution thing is supposed to drive one towards perfection at whatever objects one have chosen, so if anyone sees any mistake - feel free to aim a kick right at my teeth and beat some knowledge to me :)
« Last Edit: December 04, 2011, 05:34:11 PM by collapsoul »
You never get involved in a pig fight. If you do, three things happen: you get dirty, you get tired, and only the pig has fun.

Aino

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Re: What are you working on? :D
« Reply #550 on: December 04, 2011, 05:29:54 PM »
Don't worry about your English, it's perfect ;P

Welcome to the forum btw, you made quite the nice intro!

collapsoul

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Re: What are you working on? :D
« Reply #551 on: December 04, 2011, 06:18:05 PM »
Welcome to the forum btw, you made quite the nice intro!

Muchos Gracias.

BTW, while you're here - a quick question.
Required: compare roid's SendDistance to distance between this roid and another. Sure it's Pythagorean, so...
Code: [Select]
roid.SendDistance == math.sqrt(differenceX^2+differenceY^2)
BUT. As long as distance itself isn't needed there, it is possible to compare it this way either:
Code: [Select]
roid.SendDistance^2 == differenceX^2+differenceY^2
so... can second comparation be in any way faster than first one? Asking because it's planned to run it extensively inside a loop at LevelLogic()
You never get involved in a pig fight. If you do, three things happen: you get dirty, you get tired, and only the pig has fun.

Aino

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Re: What are you working on? :D
« Reply #552 on: December 04, 2011, 07:15:15 PM »
The second one should be faster, as you get rid of sqrt(which is very CPU costly) and still have the core. The only thing you need to do is to ^2 everything compared to it, else things will go wrong. You probably knew that already :)

What are you making btw? :)

collapsoul

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Re: What are you working on? :D
« Reply #553 on: December 04, 2011, 08:00:37 PM »
The second one should be faster, as you get rid of sqrt(which is very CPU costly) and still have the core. The only thing you need to do is to ^2 everything compared to it, else things will go wrong. You probably knew that already :)
Kudos! Heard about sqrt before, yet wasn't so sure about it (as this operation is not that widely used with accounting)

What are you making btw? :)

Well, seeing what community have achieved so far (love your minimap ang leaderboard gadgets in particular) plus imagining what can still be done, multiple ideas are swirling in my head...

First things to try are:
 - a semi-random (or fractal maybe) generated map, as I'm highly impressed at EverSwarm's replayability rate.
 - Own rally system integrated in it, as same EverSwarm gets me tired because of all seed sendings at Endspiel.
 - An occasionally discovered nebula-like visual effect may also happen to be included, if I'll manage to make it look fine all the time and not just sometimes (consists of a bunch of huge, highly transparent, partially overlapping DrawSprite's with different colours - ID 1 and/or 5, and, sometimes, slow backdrop colour changes).

Next steps then would be to make a preview thingy for abovementioned map generator (ideally, with ability to change parameters used to generate it) and somewhat that could humbly be named as AI...

Most part of necessary knowledge has already been collected. Though it may happen so that I won't get much time daily to progress there, so it could be way too long before I release something.

Also, if anything that is to come from me has to be finished, it should be pretty much optimised. Currently using P4 2.8 (single core) / 1 gb ram / radeon x1600 pro(512). Default Eufloria runs just fine, but any lag coming from unefficient code is spotted easily and painfully :D

Knowledge about new PC Eufloria version that is to come doesn't bother much. I'm pretty sure that men who gave birth to the game will want at least to enable support to the levels that previously included Community Map Pack consists of. Maybe not right at release date, so what?
« Last Edit: December 04, 2011, 08:11:34 PM by collapsoul »
You never get involved in a pig fight. If you do, three things happen: you get dirty, you get tired, and only the pig has fun.

Pilchard123

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Re: What are you working on? :D
« Reply #554 on: December 04, 2011, 08:26:57 PM »
First things to try are:
 - a semi-random (or fractal maybe) generated map, as I'm highly impressed at EverSwarm's replayability rate.
 - Own rally system integrated in it, as same EverSwarm gets me tired because of all seed sendings at Endspiel.
 - An occasionally discovered nebula-like visual effect may also happen to be included, if I'll manage to make it look fine all the time and not just sometimes (consists of a bunch of huge, highly transparent, partially overlapping DrawSprite's with different colours - ID 1 and/or 5, and, sometimes, slow backdrop colour changes).

---snip---

Also, if anything that is to come from me has to be finished, it should be pretty much optimised. Currently using P4 2.8 (single core) / 1 gb ram / radeon x1600 pro(512). Default Eufloria runs just fine, but any lag coming from unefficient code is spotted easily and painfully :D

There's a few rallying systems that shouldn't be too hard to drop into a map. Mine, I know shouldn't mess with the game.

Also, how does your computer still work? I though P4 chips were designed to overheat and explode?

Anyways, nice to see you here! Were always looking for fresh faces  ...hooded figures made of binary strings. I might dust of the old programmer's notepad and restart my AI experiments, too.