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Member Since 28 May 2011
Offline Last Active Today, 09:49 AM

Posts I've Made

In Topic: How To Search A Quadnode Fast?

25 July 2016 - 05:29 AM

If you get the integer position of the node in tree-space, subsequent bits (1 for each axis, 2 total for quadtree) will index into the correct child node (as if it was 2x2 array).

So on nth level, read nth bit of position on each axis (first bit is most significant bit - make sure the zero pos is in middle of integer range like with signed ints)

In Topic: THE COOLEST THREAD EVER: time as an emergent property!

05 July 2016 - 04:26 PM

Assuming the universe is a sequence of interactions (some kind of a DAG), time is simply the fact that these interactions are (partially) ordered.


The rate at which time passes is the rate at which the interactions can happen.


Assuming interactions happen at constant rate through every branch of the DAG of interactions, then time dilation occurs because an increase in velocity 'consumes' a fraction of the interactions for moving the pattern through space, effectively slowing down the rate at which the pattern itself can evolve (while still maintaining constant rate of interactions relative to the rest of the universe).


At least thats how I like to think about it. Dont know if the latter parts are even compatible with experimental observations, but Im pretty sure that time is just another word for causality and is nothing more.


(so the universe would/could be just a static pattern of information with internal structure that respects causality and some other rules - and thus the timelines which are us humans within that giant pattern, observe time - my personal belief is that every possible such pattern exists, and the one we live in makes sense because the ones that make sense are somehow naturally favored or more frequent within the space of all possibilities)

In Topic: Anyone here interested in real time strategy games and game design theory?

05 July 2016 - 06:45 AM

I would say that on the first go, you form a basic understanding of what you experience. And once you understand something, you ignore it (even if that understanding is wrong or incomplete).


This gets you stuck in a state where your understanding is a bit shallow, you have gained a shallow understanding and now just immerse yourself, instead of seeking further understanding. And without that further understanding, experiencing the content always feels novel.


But the second time, your brain has to refamiliarize itself with the content - this time supported by everything your learned last time (no longer content with staying ignorant because of constant exposure). And this is when the deeper patterns that before created immersion (by staying hidden from your mind), now become predictable (resulting in boredom or frustration).


This also means that if you want to figure something out in depth, you have to take long breaks. Otherwise you ignore the 'obvious' parts (never fully exploring them), and get stuck on what you decided are the 'obviously relevant' parts (which they might not be, or may only be a subset of them)

In Topic: Axis orientation

30 June 2016 - 07:20 AM

My vector class has some behavior where the last component can be ignored / assumed to be 0 when converting to different number of dimension (2D <=> 3D, and yes, this should be an explicit conversion to avoid mistakes). So based on that, I would make the choice based on which dimension is the one I most often ignore (which axis is not present in the usual 2D logic).


So for most games, the up axis would be most convenient as the z axis.


Of course, its pretty trivial to change that convention, but then it doesnt scale nicely to the Nth dimension...


(this also applies to matrices - if I want to ignore z axis, its just easy to grab the 2x2 corner of a 3x3 rotation matrix, for example)

In Topic: are vidgames disrespectful of player's time vs tabletop RPG's?

10 June 2016 - 01:55 PM

Sometimes lack of options is important in giving the player the time to think about things they otherwise wouldnt (because the game doesnt force you to do so in order to make immediate progress). If you are constantly focused on the current activity, you wont think so much about what you are doing long-term in the game, or get some creative ideas, or reflect on something (like think of a new strategy for some common challenge in the game, or prepare for a potential threat).


It is important for that downtime to allow the player to focus on their thoughts (like automatically walking from A to B), instead of some repetitive grinding that takes all their attention for no reason.


Of course the game should have enough decisions you can make on your own initiative, for there to be need for time to make those decisions.