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#5062234 hash space partitioning explanation needed
Posted by LorenzoGatti
on 16 May 2013 - 03:28 AM
#5061995 having a hard time learning C++
Posted by LorenzoGatti
on 15 May 2013 - 01:52 AM
I recommend Bruce Eckel's free-to-download "Thinking in C++" books. Great content, good explanations - deep enough to clarify but not enough to lose focus - and good exercises. Sure, a bit old, but all code works (I ran most examples and solved most exercises with gcc and clang) and it won't stop you from learning C++11 after you've mastered the basics - actually, it will provide you with a solid base for C++11. Read Vol. 1 and do all exercises. Worth every second you spend on it.
It WAS a good book, but C++ has progressed and now it is a good book about an obsolete language that shouldn't be used. There are, of course, common roots, but why learn (and unlearn) old and unpleasant techniques along with the complex enough current state of C++?
A random example of how modern C++ has removed syntactic and conceptual cruft:
http://herbsutter.com/2013/05/09/gotw-1-solution/
#5061454 "Hacking" a .rom file, is it doable?
Posted by LorenzoGatti
on 13 May 2013 - 01:35 AM
This is a tricky legal area. You may not be doing anything illegal if all you do is strictly hack the ROM to make it do what you want, but if you copy its contents (which, BTW, is required to hack the ROM), you're breaking the law.
One could distribute a patch, containing no data from the original ROM and requiring it to build the hacked ROM.
#5059663 Better Debugging Tools; C++/MinGW/Dwarf
Posted by LorenzoGatti
on 06 May 2013 - 01:17 AM
Eclipse CDT supports GDB, and there should be an appropriate GDB in your Dwarf-flavoured Mingw compiler.
#5058842 Flowcharts
Posted by LorenzoGatti
on 03 May 2013 - 02:47 AM
Last time I made flowcharts, I used Dia; it was a bit incoherent with respect to snapping to grid (anchor locations often went off the grid) but not too annoying
#5057992 Damage types and melee weapon damage calculations for multiple genres. Feedba...
Posted by LorenzoGatti
on 30 April 2013 - 01:26 AM
- Bleeding cannot depend on damage type only; target type (e.g. a person vs. a robot with electric actuators) and wound location (e.g. flesh vs major blood vessels vs bones) are two equally important factors. Bleeding could also depend non-linearly on damage amount (in the case of people, small and superficial cuts stop bleeding much faster).
- Likewise, pain makes serious assumptions about target type and hit location.
- Do you really need formal damage types like Concussive, Bludgeon, Puncture, Incisive if you already have stats which are both more meaningful and more general? Some attacks could use the same standard formulas with different numbers, for example an almost "incisive/piercing" blade with vicious barbs could be rated 4x pain rather than 2x pain. Vague names are likely to have no use for players.
#5052090 How to retheme this game?
Posted by LorenzoGatti
on 11 April 2013 - 07:05 AM
#5052085 Are music trackers obsolete?
Posted by LorenzoGatti
on 11 April 2013 - 06:33 AM
As a music making tool they aren't obsolete at all. It depends on what kind of interface you prefer. I know composers that only can use pentagrams, some that can only use trackers, some that can only use piano rolls... In the end the final music is all that matters. In the specific case of trackers, it makes it easy to see all instruments at once (which is very handy) and to see when the special effects are applied, although polyphony can be a mess and all notes look the same at first glance (as they're just text).
Trackers also provide a good layered structure: raw samples -> instruments -> end to end effect chains -> main track editor -> sequence and repetition of song pieces.
Unlike most other music authoring software, all these layers are integrated with each other (unlike e.g. a VST sampler requiring concerted usage of an audio editor for samples, a text editor for sfz instrument definitions and its own GUI for playback options) and accessible at all times (e.g. no juggling of rendered and partially mixed audio parts).
#5049096 Would people enjoy a hardcore story-based strategy game?
Posted by LorenzoGatti
on 02 April 2013 - 01:45 AM
#5044515 Overhead of Using Degenerate Triangles
Posted by LorenzoGatti
on 19 March 2013 - 03:28 AM
Another point of view is accounting for wasted vertex processing. If every vertex, degenerate or important, gets the same moderate amount of processing (transforming, a few interpolations and texture lookups, etc.) adding x% useless vertices to the real geometry is a x% load increase, which up to a certain point is free.
Anything you do to avoid processing degenerate geometry needs to cost less than x% of clean geometry processing to have a chance of being useful; testing every triangle for degeneracy, even if the cost of rebuilding buffers could be avoided, appears quite out of the question.
#5040063 Need Ideas for a skill trees
Posted by LorenzoGatti
on 06 March 2013 - 11:45 AM
I suggest simple prerequisites, combining nodes from any number of skill trees as prerequisites of "advanced" skills.
For example, some advanced combat maneuver could be available if you have any tier 3 or above skill in any two weapon types (i.e.two different skill trees), while a fancy magical attack might require "all-in attack" skill with any weapon type, any other skill with the same weapon type, and a rather common spell. Egregious examples of this style include third edition D&D feats and other features, and GURPS spells (which commonly have prerequisites like "N spells of the same school as the desired spell", "any spell from any N different schools", "any N of this list of N+M similar or relevant spells").
From the point of view of the player, the skills form a direct acyclic graph (I can learn a certain set of skills because I already know another disjoint set of skills), even if the potential skill dependencies could have cycles (e.g. if knowing A or C allows learning B and knowing B or D allows learning A, players can learn C then B then A and D at any time, or D then A then B and C at any time).
#5039002 funny idea for an ann game
Posted by LorenzoGatti
on 04 March 2013 - 05:51 AM
What if the inputs of the neural network were not just an enemy character in the game, but inputs for how the screen scrolls and zooms, enemies are spawned, enemies react, die, what happens to the player when he touches different things... basicly every single activity that happens during the game.
I was thinking you could train it all with backpropagation, you actually hand feed the neural network the motions of the game as if it was playing, then after it is trained it should be able to run the game for you.
I don't want to add to the previous heartfelt advice against neural network misapplication, because stubbornly defying contrary opinions might still be a useful learning experience; this description of what you want to do is much more worrying than the risk of wasting time by trying an inadequate technique, because you don't want to try a technique, you want a magic wand. Wishful thinking and learning rarely mix.
While trying to develop a bot to play your game is a fine objective, you don't seem to approach it on a sound problem-solving basis, hoping instead that applying a neural network is going to be easy and effective: this sort of a priori preference for a certain solution is the opposite of good engineering and design, and it would be equally bad in the case of a good technique.
You don't even state clearly what sort of game you are thinking of, neglecting the analysis of what an AI for your game needs to be able to do and what are the difficulties and non-difficulties in such tasks, which is the first step in choosing appropriate AI architectures and algorithms and/or modifying game rules to make the AI perform better (for example, simplifying game state to reduce the amount of training needed and facilitate unsupervised trial and error learning). Do you expect this work to disappear?
#5037191 Unit types - inheritor classes or functions
Posted by LorenzoGatti
on 27 February 2013 - 09:44 AM
In a normal data-driven design, what a Unit instance needs at runtime is not the name of its type, but a pointer or something equivalent to a UnitType instance, containing read-only data and function pointers. The use of string or numerical identifiers in the engine can stop at level loaders, script interpreters or the like.
#5035331 Baby's first pixel art
Posted by LorenzoGatti
on 22 February 2013 - 02:41 AM
Exterminate the black clusters and the black outlines, except the few ones which can be recycled as deep shadow: Blooman will thank you. He'd also like 1 or 2 pixels less space between his legs and equal sized hands, preferably with thumbs.
#5034463 OpenGL texture renders solid white
Posted by LorenzoGatti
on 20 February 2013 - 02:58 AM
On top of that, after I load the image data into the texture object, I can get the same data back out with glGetTexImage().So the texture is loading properly, and the vertecies are rendering correctly, but it still isn't textured right.
Success with glGetTexImage() doesn't prove that you are actually using that correctly loaded texture and using it correctly.
For instance, where does texCoord in the fragment shader come from? Where is the vertex shader, and where are you actually loading and binding the shaders?
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