Jump to content

  • Log In with Google      Sign In   
  • Create Account

We're offering banner ads on our site from just $5!

1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


Member Since 28 May 2011
Offline Last Active Today, 03:33 PM

#5071134 Medieval online sim, overall feedback

Posted by Waterlimon on 19 June 2013 - 08:28 AM

-Aliasign (pixeley edges) with the graphics on the site

-Didnt see the create character title at first, also if i shouldnt access the other tabs while creating character, hide them

-When in city view and click lets say "visitors" it would be nice if i could close that by lets say reclicking visitors instead of having to go back or use the city button to reload the page

-I assume the paint graphics are not final. Not that theyre a problem, i wouldnt mind if they stayed that way xD

-When buying and enter a number for how many id like to see how much itll cost

-The repeat action X times when making items in workshops seems to always try to make 1 too many when below 10 so it wont work

-Make the interface more streamlined:

*Update the numbers dynamically (so if i buy something, my money should be updated to show the correct amount)

*Try to avoid reloading the page when switching menus and tabs and updating, instead use some fancy web techs when possible. (this can be annoying if theres a lot of navigating. Probably horrible on a high latency internet connection)

*Hide nonrelevant options and menus (if there are requirements to access though you should probably show them)


Overall it seemed fairly simple to play - i intentionally did not read the how to play (other than having to get materials from outskirts and craft stuff in workshop) and doubled my wealth by setting up a successful barrel production corporation. But like with all web games, i probably wont ever visit it again (+ for delete account option!) :P

#5070854 Artifictial Society Simulation

Posted by Waterlimon on 18 June 2013 - 08:27 AM

For your world, especially if you want 3D, you should probably go for a grid world representation, similiar to minecraft or dwarf fortress or just about any nontrivial simulation oriented game.


It has the advantage that each location is clearly defined as something (water, contains fish | floor, contains chair), you can perform pathfinding, you can find what objects are adjacent to another object without much of a performance hit and so on.


It is also easily representable as 2D.


You can start out with a x*y*1 grid, and later make it 3D by adding more levels to the z coordinate. You can always show only one layer at a time, or show the first object visible at a particular x,y location (so if you look from high, you will skip all the air and show the first visible object for each cell)


What i suggest you do:

-Make a simple model with a world that is a 2 dimensional grid.

-Add a way to set each tiles type, and possibly a way for each tile to store item(s)

-Add a system that lets you define a new tile type, how it interacts with other tile types and so on, and it will automatically work if you place on in the world (instead of hard coding everything in a giant switch statement or something)

-Add some agents that are in some tile position in the world and can move to adjacent tiles

#5070380 Matrix math identities

Posted by Waterlimon on 17 June 2013 - 03:53 AM

3. Seems correct.

You can make or find a helper method matrix.toWorldSpace(0,distanceabove,0) to make it easier to use. If you can multiply matrices with vectors this is probably possible already.

#5070032 Header file placement.

Posted by Waterlimon on 15 June 2013 - 02:24 PM

1. Dont use globals if you can use non-globals


2. If you do, put the globals in a header file that the player includes and initialize them in some cpp file (not exactly sure how to do this, googling will tell you. Or you can pack them in a struct or class and pass one to player if it makes sense)

So youd declare the globals in a .h, and define them in a .cpp (so you have 2 .cpp, one is main and other is globals? or you can define them in main too possibly)

#5065546 Game Developers' Pathway!

Posted by Waterlimon on 28 May 2013 - 11:22 AM

And i thought people who capitalize every word produce difficult to read text.

#5065286 how to draw a ball

Posted by Waterlimon on 27 May 2013 - 10:10 AM

For googling you might want to also try "sphere" instead of ball.


It appears directx has a built in function for generating a sphere mesh which you can find and look into.


If it lacks features you need, there are other approaches:

1. Generate the sphere yourself

*Use a kind of longitude/latitude sphere made out of quads. It will cause them to be really tightly packed at the poles.

*Tessellate something like an icosahedron to create spheres of different polygonal fidelity. This will make symmetric spheres where the triangles are not packed around the poles...

*Tessellate a cube and move the corners closer to the center (or extrude the centers of the quads). This might be nice if you want a sphere with 1 texture on each side (the axis directions, so 6 sides)

2. Use a modeling program to create the sphere and import it (probably makes it easier to add texture coords and other data on the vertices)

#5065055 Beginner here, need a starting off point

Posted by Waterlimon on 26 May 2013 - 03:27 PM

A point and click game shouldnt require much. An engine would probably just get on the way.

You probably can make a simple one with java alone, as it oretty much requires only the ability to get input and draw images which i assume are provided by java built in.

If you need more advanced features, googling will usually find comparisons and suggestions which you can then compare. I have practically no experience with java so cannot give any suggestions.

#5065053 Why all the gpu/ video memory?

Posted by Waterlimon on 26 May 2013 - 03:21 PM

Think about how much memory you need to contain the pixel buffers for lets say 2 or 3 big screens (because you want a 180 degree view...).

Now add some float buffers of the same size for fancy postprocessing, a bunch of extra ones because you use deferred rendering, depth buffers etc.

And some antialiasign tehnique that makes the screen ones twice the width and height.

Some HD textures (yay for bump map and normal map and light map and multitexture map and reflection map and blah blah)

A couple million polygons with random animation datas scattered around.

Oooh i know what if we also ran the particle physics and terrain gen on the GPU what a brilliant idea! :DDD

Lets just say it adds up.

#5065037 Is sampling textures slow?

Posted by Waterlimon on 26 May 2013 - 01:49 PM

Conditional statements are likely far worse for the gpu than just crunching through, because it has to orepare to do both of the possible execution paths.

#5064994 A Daft Statement

Posted by Waterlimon on 26 May 2013 - 09:51 AM

I guess you cannot implement certain systems that heavily depend on the underlying hardwares features and traits using formal mathematics (not counting the programming language as one here)


But the "non optimized"/brute force algorithm which you are implementing in the above, or a simple mostly-mathematical algorithm, will be more cumbersome to get working by assembling the system in your head and throwing in a couple of operators until it works, than it would if you used proper math to derieve the formulas.


Personally i see it as follows:

1. Obtain formula (through knowledge, google or derieving it yourself)


2. Transform formula into non-brute-force form by applying random optimizations and a couple of tree based operations here and there


3. Implement optimized formula


The only reason we cannot or should not use "formal" mathematics from the start to the end is because:

*Simpler algorithms are sometimes easier to figure out without a language at all

*Mathematics stops being useful when you want to move from the brute force version to the optimized one (a significant part of the program can be about the optimizations, especially the large scale ones where you save precalculated values and handle their storage etc.)


Eg. what formal mathematics give us is a brute force algorithm for figuring out what the physically correct color of a pixel is. Then one needs to modify this formula by cutting insignificant parts out, approximating others, parallelizing it, taking into account temporal/spatial coherence etc.


The latter part is usually dependent on the hardware and things like appriximation are often subjective, so it doesnt fit into formal mathematics as well as the first part does. I am not saying it couldnt be a part of formal mathematics however, maybe we just lack the language for that stuff, and even if we had a language, it would be very specific and thus probably not widely used outside of professional/academia.

#5064846 Thick dashes lines

Posted by Waterlimon on 25 May 2013 - 02:53 PM

I think you can just mke the texture coordinates be the distance from the start of the road and it should work.

#5064795 How do you design a City?

Posted by Waterlimon on 25 May 2013 - 09:47 AM

You create a few major roads, throw some grids of different sizes and orientations so that they fit the big roads, then throw in some more big roads but so that they fit to the existing stuff, then some more grids.

Then you go and erase a bunch of roads to get some trees in there, add curvy roads because theyre cool, maybe a town square and a hospital and a train track somewhere etc.

Then you go and try to connect all the mismatched grids in a sane way.

You could also think about how the city grew and see if that helps at all. Like if there at first were just a bunch of small roads connecting a few small areas of importance, which then had grids of new buildings added.

#5064564 Strategic Defensive Elements in a 4X Game

Posted by Waterlimon on 24 May 2013 - 11:50 AM

What about a system where, if you know the positions and direction of an enemy well enough (moving at high speed, cant change course very rapidly, moving towards your defenses) you could target it with long range missiles. Speed of communication would prevent targeting randomly moving targets because the missile itself is too simple to have long range radars, and the base can only send outdated data.


So if someone tries to punch through, he will need to go fast, and thus have easily predictable path, and thus be vulnerable to long range missiles.


Or something like that. Similiar idea as with the minefield, affects fast moving, hard to control ships but not the slow ones that have time to dodge stuff.

#5064515 Optimizing code statements into expressions?

Posted by Waterlimon on 24 May 2013 - 09:42 AM


#5064412 Strategic Defensive Elements in a 4X Game

Posted by Waterlimon on 24 May 2013 - 03:29 AM

You could make slowing down a large ship take time (you need to stop to conquer a planet) which would let your troops catch up and perform a drive by

Or maybe you could add the minefields but make it so that they can be avoided at slow speeds (kinda hard to use your radar at the speed of light... not to speak of dodging anything)

Or just maintain more than a single fleet?