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Member Since 06 Jul 2010
Offline Last Active Jul 25 2014 03:49 PM

Topics I've Started

Using IronPython as a scripting language for monogame

09 June 2014 - 11:54 AM

I'm currently developing a roguelike with monogame/C# and have the idea to use IronPython as the language to control the low-level behavior of all artificats (NPCs, items...) in the game.
So that would mean that with xml data files the stuff is heavily moddable and could also speed up my core development.
I'm unsure if this would be a wise decision since I have not found how cross-platform compliant the usage of IronPython is. I've seen various examples that it works on Windows but what is with other OS?
The alternative, which I see is to use C# as a built in scripting languge...the drawback is it is more verbose.
Any comments/suggestions?

Anti aliasing of a waterfall display

22 June 2013 - 12:17 PM



I want to anti-aliasing the 'contact bars' of a waterfall sonar display.

Attached File  bb_display.png   19.75KB   5 downloads


Actually, the display is rendered row by row...so it does not work that you simply draw a line(from top to bottom of the display) - because the y-axis represents time (history view).

I've seen this algorithm here http://en.wikipedia.org/wiki/Xiaolin_Wu%27s_line_algorithm but since I am not experienced at all in this topic, I'd like to ask if there are more efficient algorithms available for my use case. 



AI architecture: core and scripting support

27 May 2013 - 10:51 AM

So, I'm currently in the process of creating a simulation and 'state of the art' technique is to provide also scripting-support to override unit behavior. I'd also see scripting as a possibility for prototyping AI behavior.


Since I plan to have different AI layers (at least strategic and tactical AI): is there any pattern for separating the core of the AI, which would be part of the framework and the scripting (e.g. Python) support? I've thought about it and it is not so easy IMO since I'm not so sure about the interaction model between the core and the scripting engine. My current very first implementation of the AI is that the actual units are agents (also crew members of units), which communicate via messages; thus they are decoupled from each other.


In a couple of simulations, the scripting support is weird: Sometimes the core takes over (regardless what you are doing in your script) since it gives certain actions a very high priority to ensure the consistency etc. but on the other hand this is completely in-transparent and error prone when you are developing scripts. Also, often you can only control the current unit (each unit is an instance of a script) but you cannot influence other units...this is usually done in the core AI, which limit considerably what you can do in the AI script.


So, maybe somebody has already some general experience on this topic, which he might wanna share. Or a good example of a game, which does do it well?



Podcast about artificial intelligence

24 April 2013 - 12:20 PM

There is a  new podcast about Artificial Intelligence: http://omegataupodcast.net/2013/04/122-artificial-intelligence/


It is high level but nevertheless the discussion is IMO very interesting....also Watson is a little discussed at the end.

Work load as a software developer in the gaming industry

31 March 2013 - 07:49 AM

I'm a developer but not in the gaming industry. I'd be curious how much the workload of a typical software developer (I know, there is no typical developer ;) ) is....is it really the case that 60+ hours/week are usual? 


I do not talk about peak times at the end of a project but regular working habits.