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DJNed

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About DJNed

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  1. DJNed

    Hey Guys, just want an oppinion

    Quote:Original post by gameXcore I have a friend (you know its you if you read this :D) hes a good programmer, good at making games, but the worst gamer I have ever met! :p So yeah, your not gonna need to be playing the latest titles all the time, if anything, thats taking time away from making games. If making game sis your passion do that, if you want to play them, play them. I do have to disagree with the point in bold; how can one appreciate and understand elements of good game design, techniques, mechanics, art, etc. if they don't have at least a rudimentary knowledge of what is out there and what the gamers actually want? After all, gamers are who you're making your product for when it comes down to it, and I would have thought it'd be especially important to know what's out there if you don't yourself play games too often.
  2. I couldn't go without replying to say thank you yet again. I'm currently working on uploading the data on the town into a usable format and will then try and get a simple A* implementation going before I think about how it can be made more realistic. If anyone has any more suggestions or thoughts, I'd be very interested to hear them.
  3. Excellent suggestions, thank you very much again. I have a couple of questions though. Firstly, how do you think I should deal with traffic lights in terms of applying weighted values? Traffic lights are obviously present at junctions (and nowhere else in this town, I believe, though I'll have to confirm), but each set of traffic lights shines red for different periods of time depending on what road you are coming towards them from. For example: A B ------X-------- | | | | C Let's say there are traffic lights at junction X. Now, I live in the UK so here we drive on the left. If you approach X along road B and want to turn down road C, you can only turn when no traffic from road A is turning down road C. But if you approach X along road A and want to turn down road C, you can only turn when all traffic along road B has stopped, and when traffic from C turning down B has stopped. This is of course made further complicated when the junction is a crossroads, and there are even further complications if, for example, road C is considered a minor road and thus the traffic coming out of C is stopped by traffic lights for longer periods of time than traffic coming out of A or B. Any suggestions on what a way around this is? The only way I can think of right now is to hard-code several weights for each junction, one for each ordered pair of roads (one road being the entrance and the other being the exit), but then this requires a lot of hard-coding given that the graph for the overall town contains 340 junctions (though "junctions" includes dead-ends which frequently appear in a couple of housing estates). My other question is somewhat easier to word. How would I deal with differing amounts of traffic at different times of day? I've decided on putting a simple function for each road with an input of timeOfDay, and an output of the weighted value (the function also takes into account the length and average speed). However, for the function to be able to use the time of day, there needs to be, again, hard-coded arbitrary values for different times of day for each road. I was thinking about doing values for every 15-minute interval between say 5AM and 10PM with a single value for the remaining 7-hour interval, how do you think that sounds? I chose 15 minutes because I think it's short enough that quick traffic-rushes can be taken into account like the rush of traffic when children are picked up from school (fairly significant where I live). Again though, this does seem to be making a lot of data. And there must surely be a more efficient and flexible way of storing different weights for different times of day, isn't there? The issue of differing amounts of traffic at different times of day also applies to junctions, and with traffic lights, as traffic lights are programmed to let through the most efficient number of vehicles down certain roads if those roads are particularly busy at certain times of day. This project seems to be getting more complex and ambitious by the second, but I do feel that the more realistic the better. Thank you again for your patience!
  4. Both useful ideas, thank you. My problem is that it's proving difficult to work out how I can get the program to "understand" the overall topology of the town in order to navigate in a human-like manner. I'm looking into route-finding algorithms such as Dijkstra's and A*, but they would only really provide a short route without any real knowledge of the layout of the town as a whole. I guess you could say my goal would be for the program to know such things like the fact that Road A is only two junctions away from Road B, that the shortest route to landmark X from Road A contains a large number of different roads to navigate, that a particular area of town has a high density of one-way streets, etc. I guess you could say that this is more of an AI problem which I suppose it is, but before beginning to think of any "intelligence" behind the program, I first need to have all the necessary details of the town's areas and road layouts to be in a format that is easy for the program to understand, so that the program understands the layout of roads in the town as a whole and not just each road in isolation. Note that I do have all the information about the town that I will need. I know that this is probably quite an ambitious task I've set myself, but I don't want to give up until I know for certain that it can't be done. Thank you again for your suggestions, elFarto and KulSeran, please keep them coming.
  5. Ok, I'll try and explain my query as best as possible. Basically, I have a map of a town that shows every road, path and alley, and I wish to store the layout of these various "paths" (ie. any traversable route between two consecutive junctions) into some data structure that I can perform various tasks on. The way I see it, I can either store data on each junction (with details of each road/path that comes out of it), or on each road/path (with details of the two junctions that are on either end). The idea is that I want to have a fairly simple data structure in a standard format that can be fed into a program so that program will be able to "understand" the layout of the town, knowing what roads connect to other roads, lengths of each road, etc, with one example aim being for the program to calculate efficient routes between various points in the town. In trying to figure out a simple way of doing this in the past, I came across the issue of what I should do in a situation where, for example, a long stretch of road has several roads branching off of it - would it be better to incorporate the possibility of "branches" into the data for each road, or should I split the stretch of road into sections that have junctions on either end for each branch that comes off of it? I don't really want to have to be as detailed as giving map coordinates as I don't think it's necessary for what I'm doing as it's just the general layout of the roads/paths I'm interested in and not the geographical or topographical layout. I hope I've been clear with what I'm asking, it's certainly not the easiest question in the world to put in words. Edit: I know that what I'm asking relates a lot to graph theory, a field which I have looked into and am interested in. Unfortunately, although I have found a lot of useful information on various algorithms I could perform, storing the map data in the first place seems to be the tricky task.
  6. DJNed

    Early settlement design

    Excellent suggestions, guys, thank you very much. I'm heading up to London on Saturday so I'll definitely spend some time looking at various books on architecture, town planning, medieval history, colonisation, etc.
  7. DJNed

    Early settlement design

    WavyVirus - that certainly is fascinating. I'm unfortunate to live in a small town in the countryside and so although it does have quite a history, there is little known pre-14th Century or so, and even less available material such as old maps that you would find of cities such as Edinburgh. For what I'm asking, I'd like something a bit more "general" and not necessarily like towns that would later grow into cities in particular. It's a tricky question to word... But what you've said and those links will definitely be helpful when I think about the actual layout of this settlement, thank you. StJoris - that sounds like a good idea, particularly the idea of looking at books on urban design. Like what I said to WavyVirus, it'd be more applicable in the later stages of settlement development (after the initial gathering of people into a community working together and with their surrounding environment to survive). Unfortunately, it's those early stages of "settlements" that I'm concentrating on right now, like the reasons behind peoples' decisions to settle in a certain spot, the organisation and setting of tasks/jobs, and basic needs/resources, eg. grain, meat, water, wood, iron, etc. But like I said before, your idea will prove useful later, thank you. kseh - I'd hoped to avoid the idea of having an external, unseen, "mother" settlement of which trade, resources and people flow to and from. My original hope was to have a completely isolated settlement/village, one without the need for a larger settlement nearby. A little like the village described here: http://www.gamedev.net/community/forums/topic.asp?topic_id=285940. The difference between my settlement/village and the one in that link would be that my settlement is starting from scratch.
  8. I found a post here a while back (at least I think it was here) that related to the design of city layouts, but talked also about the functioning of early settlements and settlers' exploitation of their natural surroundings. Basically, my question is whether anyone knows of any further material relating to the beginnings of settlements, particularly Medieval settlements/villages, that they could direct me to? I know that this seems more of a question to ask in a history forum, but it does relate to game design in the sense that this subject is something I may look into designing a game around in the future. I have of course tried to search already, both on these forums, several pages found on Google, and Wikipedia, but have turned up little to help me. I'll quote the post here (I can't find the post at all anymore either on these forums or on Google) so you have some idea of what I'm talking about. I know the post is referring to early settlers of North America, but it still has great relevance to what I'm looking for: Quote:Original post by DarkHorizon In terms of world map, I suggest taking a look and playing around with this. In terms of city layout, consider recent "real life", or how much of North America was settled hundreds of years ago. When settlers reach a new area, they immediately look for reliable sources of natural resource (water, forest, mineral deposits, gold, arable land, game hunting, etc). A pioneer will settle nearby this resource. Following this initial settlement, the pioneer will establish his base of sustenance so he can survive. Given the natural resources mentioned above, water means fishing, mills, and water-borne traders. Forest means construction lumber, furniture, firewood, and maple syrup. Mineral deposits mean rock quarries, and salt/coal mines. Gold means gold rush. :) Arable land means livestock and farming. Game hunting means hides, fur and meat. Traders who travel from settlement to settlement collecting these odds and ends eventually form roads, making travel to the settlements easier. This brings in other pioneers who bring with them various trades or skills which might be desired or complimentary to the initial settler's trade or skill. Rinse and repeat, and you eventually have a small town. Edit: I feel terribly stupid - I've managed to find the post I quoted, just 3 or 4 topics below this one. [Edited by - DJNed on January 5, 2009 2:26:09 PM]
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