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DareDeveloper

Member Since 27 May 2005
Offline Last Active May 24 2015 01:54 PM

Topics I've Started

Formula for Exponential Growth

09 October 2014 - 01:17 AM

Hi all,

 

I have been algebra free for probably a decade.

Yesterday I thought I wanted to accomplish something easy: finding a function that describes the growth shown in this image:

http://en.wikipedia.org/wiki/The_Singularity_Is_Near#mediaviewer/File:PPTExponentialGrowthof_Computing.jpg

 

I did not really get anywhere ... and my colleagues say it is a case for letting a math program determine the function through ... dunno ... something with regression!?

 

I thought it should not be too hard to calculate the function, but maybe I am wrong!?

 

What I think I remember tells me that I could write a function that describes how the slope changes ... and then use integral stuff somehow to get the actual function (the antiderivative?).

Or is it possible to use given information from the image to choose values to build an exponential function directly?

Or are my colleagues right? Is it not trivial?


Please help me incentivize

17 September 2014 - 01:25 AM

Hi all,

I more or less just dumped some of my ideas that I am not very likely to follow through with as challenges at http://www.herox.com.
It is a platform that tries to democratize the http://www.XPrize.org concept.

There was a challenge competition called ImagineX. Surprisingly, two of my challenges seem to be finalists (there are 25 finalists).
I now consider putting in some work to try to get some social media attention but I feel like I am extremely impaired.
I am not a decent copywriter, English is not my first language and my angle is usually not mainstream compatible.

 

There is the directly entertainment related challenge, incentivizing an "Open Source Entertainment Franchise" ( https://herox.com/challenge/42-open-...ent-franchise/ )

I asked for feedback at conceptart.org (http://www.conceptart.org/forums/showthread.php/282154-Please-help-me-incentivize#ixzz3DYSSo7U4), but I would appreciate feedback here as well.

Then there is the "Markup For Playable Text" idea: ( https://herox.com/challenge/33-marku...playable-text/ )
It is too abstract and technical right now. Maybe there is a way to make this more comprehensible for potential consumers?

I would love feedback:

  • What changes should I make to the texts? Should I shift the focus somehow?
  • Are you confused about what the vision is?
  • Is there anything specific about the vision that you like or that bothers you?
  • The war probably is not won on the platform itself, so do you have ideas how to get people interested in the crowd-sourced incentives concept?
  • Any other feedback?

Also, I am not 100% convinced that the incentive prize concept can scale the way HeroX hopes it will.
I guess it comes down to the question:
Does crowd-funding work only because of the concrete rewards, or is the hope that a vision might manifest enough for the concept to work?
What do you think?


Thanks!


How do I simplify the symmetry math

11 May 2014 - 02:13 AM

Hi all,

 

I did not have to deal with math for a very long time. Now I have a hard time finding an elegant solution for the following problem:

 

When I build a map procedurally, there is a mechanism that makes sure all the work is done only once for each mirrored pixel.

A method forEachPixelToUpdate(streamSource, scope, action, map, mirrorMode, mirrorLine) can be used for that.

 

The actions that modify the map on a pixel basis can work with the following parameters

action.apply(scope, [ streamSource, map, indexX, indexY,
                    mirrorIndexX, mirrorIndexY, maxValue, minValue,
                    neighborTopLeft, neighborTopCenter, neighborTopRight,
                    neighborLeft, neighborRight, neighborBottomLeft,
                    neighborBottomCenter, neighborBottomRight ]);

Now the implementation of forEachPixelToUpdate is not quite correct.

The mechanism that determines if a position indexX / indexY is in the mirrored area for point symmetry is causing headaches.

 

Basically I draw a line through the map and want to continue with the next map row as soon as the line is reached.

 

The line is created from a pseudo random mirrorLine number that lies between 0 and (maxIndexX + maxIndexY).

    var line = new Object();
    if (mirrorLine > maxIndexY) {
        var offsetX = mirrorLine - maxIndexY;
        line.point1X = offsetX;
        line.point1Y = 0;
        line.point2X = maxIndexX - offsetX;
        line.point2Y = maxIndexY;
    } else {
        line.point1X = 0;
        line.point1Y = mirrorLine;
        line.point2X = maxIndexX;
        line.point2Y = maxIndexY - mirrorLine;
    }

I continue in the special cases that:

  • indexY is smaller than both line.point1Y and line.point2Y
  • or indexX is smaller than both line.point1X and line.point2X

For the other cases all I could think of was implementing complete linear function check implementations for both cases:

  • point1X = 0 (The line crosses the left and right sides)
  • point1Y = 0 (The line crosses the top and bottom sides)

At that point I got the feeling that the algorithm was getting too complex. There are probably implicit facts that can be used to simplify it.

If there are none, then probably using vectors and determining which side the index is on will probably be simpler than using a linear function.

I do not really know how to do either, though. I probably can, given enough time, but it is taking forever to make progress.

Any suggestions? This is the relevant code in forEachPixelToUpdate ()

    vertical: for (indexY = 0; indexY <= maxIndexY; indexY++) {

        if (MIRRORMODE_POINT == mirrorMode) {
            if ((indexY < line.point1Y) && (indexY < line.point2Y)) {
                continue;
            } else if (0 == line.point1Y) {

                // Linear function to determine if we are in the mirrored area
                var diff = line.pointX2 - line.pointX1;
                var slope = ?;
                var offset = ?; // ...

                // How do I do it?
            }
        }

        indexTop = indexY - 1;
        indexBottom = indexY + 1;
        if (0 > indexTop) {
            indexTop = maxIndexY;
        } else if (maxIndexY < indexBottom) {
            indexBottom = 0;
        }

        horizontal: for (indexX = 0; indexX <= maxIndexX; indexX++) {

            if (MIRRORMODE_AXIS == mirrorMode) {
                if (0 == mirrorLine) {
                    if (indexY > ((mapArray.length / 2) - 1)) {
                        break; // does break vertical work here?
                    } else {
                        mirrorIndexX = indexX;
                        mirrorIndexY = maxIndexY - indexY;
                    }
                } else if (1 == mirrorLine) {
                    if (indexX > ((mapArray[indexY].length / 2) - 1)) {
                        continue vertical;
                    } else {
                        mirrorIndexX = maxIndexX - indexX;
                        mirrorIndexY = indexY;
                    }
                } else if (2 == mirrorLine) {
                    if (indexX > indexY) {
                        continue vertical;
                    } else {
                        mirrorIndexX = indexY;
                        mirrorIndexY = indexX;
                    }
                } else if (3 == mirrorLine) {
                    if (indexX > ((mapArray.length - indexY) - 1)) {
                        continue vertical;
                    } else {
                        mirrorIndexX = maxIndexY - indexY;
                        mirrorIndexY = maxIndexX - indexX;
                    }
                }
            } else {
                if ((indexX < line.point1X) && (indexX < line.point2X)) {
                    continue horizontal;
                } else if (0 == line.point1X) {

                    // Linear function to determine if we are in the mirrored area
                    var diff = line.pointY2 - line.pointY1;
                    var slope = ?; // ...
                    var offset = ?; // ...

                    // How do I do it?
                }

                mirrorIndexX = maxIndexY - indexX;
                mirrorIndexY = maxIndexX - indexY;
            }

IP for game mechanics

28 April 2014 - 11:41 AM

Hi,

 

does anybody know anything concrete about the intellectual property for game mechanics?

 

What I found was the following (http://techli.com/2013/05/game-developers-intellectual-property-is-all-youve-got-so-make-sure-you-get-it/):

Generally speaking, there is no form of intellectual property that clearly covers game mechanics.  Sure, the instruction manual, source code, and art files may be subject to copyright, but nothing stops another developer from ripping off your basic gameplay idea and publishing a clone with original art and programming.  While imitation is the sincerest form of flattery, it generally disfavors small studios, who increasingly turn to the public for financing through crowdfunding and other community-based support structures.  This means small studios generally must disclose what they are developing to the public long before they get a working product to market.

 

and articles like this one:

http://www.gamesindustry.biz/articles/2012-05-31-how-to-protect-your-game-from-clones

that mentions that

Patent protection extends to the functional aspects of games, such as gameplay mechanics.

 

... but (http://forums.indiegamer.com/showthread.php?11603-Bomberman-gameplay-copyrighted):

No one has yet actually tried to defend the gameplay patents in court, so it's unclear yet whether those will hold up. DEFINITELY don't use other people's assets in any way shape or form. And as for the trademarks, it depends on how aggressively the holder is willing to protect them. The Tetris name is notoriously well protected (you can't name anything ___tris without their lawyers giving you a cease and desist). On the other hand ___ Tycoon has fallen into common usage, so the original publishers of Railroad Tycoon no longer have sway over that mark. There are over a hundred trademarked products that now bear the ____ Tycoon name.

 

I remember that people warned me that I should not choose a name with "tris" for a Tetris clone ... but they implied that publishing a clone under another name is not a problem at all. That was a long time ago.

 

Does anybody know of any new or old facts that indicate that it is not that simple these days? Any reason to be careful?

 

I just want to know if I could legally make money with a MOBA game with an obvious mashup of DOTA/LOL and Bomberman game mechanics ... plus Unreal Tournament inspired game modes like capture the flag, assault and domination.

 

I was not surprised to find a thread that dealt with Bomberman ... it is just a concept with an incredible appeal that it kind of feels weird that one can "borrow" the mechanics legally.


Regular Team Projects

20 April 2014 - 11:12 AM

There are quite a few of those threads where people want to learn in a group and start simple projects.

Probably some (most? all?) of them belong in the classifieds.

 

 

I wonder if it would make sense to have a regular, self organizing study group feature, maybe as a simple forum.

For example:

  • New projects start at the 1st of each month
  • If 3 or more people agree to work together they can start a team (there are many people with different interests, but if enough people are interested there should be enough overlap)
  • Teams can start 1 month, 3 month or 1 year projects (not sure if 1 month makes a lot of sense, though)

Learning in a group just makes sense. There could be rules as guidance ...

... the efforts would be documented and experienced people could write helpful advice and point the group members in the right direction.

 

 

It would not even have to be for absolute beginners only. It could be combined with a gamedev workshop effort.

People could write what they would like to see developed (libraries, tools or games), the teams could work on one of those things.

The code could be hosted on Github.

Maybe game design study groups could come up with game concepts and programming groups could try to realize the best one.

 

 

Finding tutors and getting feedback is underrated and could maybe be encouraged that way.


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