Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 03 Nov 2005
Offline Last Active Feb 06 2013 11:40 PM

Topics I've Started

2D world without the use of tiles

24 December 2008 - 12:50 PM

Hey guys, I was thinking of trying to create a 2D platformer world where the maps aren't defined with a tile-grid. That is, all of the surfaces are defined as line segments and then some sort of an algorithm draws in the rest of the world. This is going to be mostly an outdoor world and there are going to be very few floating platforms (as opposed to mario which has floating bricks,etc). I decided on this kind of map format because I figured it probably would be easiest to do collision checking and I wanted the surfaces of the world to be deformable -- it sounds like it would be easy to "deform" the terrain by changing several points in the line defining the surface and then the algorithm would simply redraw the map with a hole or a hill in it. Does this sound like it would be too much work and a regular tilemap would be far far easier (considering how I want to be able to deform into the side of terrain -- not just straight down). This is also probably not a very novel concept -- can anyone point me in the direction of an article on someone's attempt?

Tic-Tac-Toe & min-max algorithms..

04 November 2005 - 07:28 AM

Sorry for making another thread, I tried deleting or editing the other thread, but it just won't let me : Here's my question: Tic-Tac-Toe is a zero sum game, correct? That means if all players play to their best, there'll be no winner, right? Well, I'm just wondering if it's normal behaviour for my min-max function to return the value of '0' as the best move when the computer is making the first move? (Winning boards are +100 and losing boards -100) It usually ends up in move 1 (the upper left) and while I still haven't been able to beat my AI, doesn't mean it's right.. Any input?