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hawkeye_de

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  1. Concerning .NET, I'd miss:   It's the basis for Unity-Scripting (Mono) Mono itself is now very important concerning cross-platform mobile development (Xamarin) and Monogame You should mention F#....there are quite some folks, who use this new functional language in complex game projects http://www.dotnetrocks.com/default.aspx?showNum=846
  2. Ok, thx^^   I think, then I look more into C# scripting...with Roselyn it seems to be pretty easy
  3. I'm currently developing a roguelike with monogame/C# and have the idea to use IronPython as the language to control the low-level behavior of all artificats (NPCs, items...) in the game.   So that would mean that with xml data files the stuff is heavily moddable and could also speed up my core development.   I'm unsure if this would be a wise decision since I have not found how cross-platform compliant the usage of IronPython is. I've seen various examples that it works on Windows but what is with other OS?   The alternative, which I see is to use C# as a built in scripting languge...the drawback is it is more verbose.   Any comments/suggestions?   Thanks.
  4.   Yes, to average it with the last row, seems a fast and simple solution. I'll try it out.
  5. Hi,   I want to anti-aliasing the 'contact bars' of a waterfall sonar display. [attachment=16431:bb_display.png]   Actually, the display is rendered row by row...so it does not work that you simply draw a line(from top to bottom of the display) - because the y-axis represents time (history view). I've seen this algorithm here http://en.wikipedia.org/wiki/Xiaolin_Wu%27s_line_algorithm but since I am not experienced at all in this topic, I'd like to ask if there are more efficient algorithms available for my use case.    Thanks.
  6. The AI will be complex but I have not decided yet, what complexity I put into scripting. For the time being it will be more like micromanaging the units in terms reacting to threats and that stuff...but I need experience. Also for weapons like missiles and torpedoes the AI could be completely written in scripts - since their behavior is not so complex like manned vessels.   I'm implementing the sim in .NET...so by using IronPython there would be no penalty concerning performance -  since it uses the same runtime as my core (C#)
  7. Thanks for your input!...I think I take a defensive approach for the time being and let scripts only do some specific micro-managing tasks e.g. functions for evading threads and that kind of stuff and see how this works out.
  8. So, I'm currently in the process of creating a simulation and 'state of the art' technique is to provide also scripting-support to override unit behavior. I'd also see scripting as a possibility for prototyping AI behavior.   Since I plan to have different AI layers (at least strategic and tactical AI): is there any pattern for separating the core of the AI, which would be part of the framework and the scripting (e.g. Python) support? I've thought about it and it is not so easy IMO since I'm not so sure about the interaction model between the core and the scripting engine. My current very first implementation of the AI is that the actual units are agents (also crew members of units), which communicate via messages; thus they are decoupled from each other.   In a couple of simulations, the scripting support is weird: Sometimes the core takes over (regardless what you are doing in your script) since it gives certain actions a very high priority to ensure the consistency etc. but on the other hand this is completely in-transparent and error prone when you are developing scripts. Also, often you can only control the current unit (each unit is an instance of a script) but you cannot influence other units...this is usually done in the core AI, which limit considerably what you can do in the AI script.   So, maybe somebody has already some general experience on this topic, which he might wanna share. Or a good example of a game, which does do it well?   Thanks.
  9. There is a  new podcast about Artificial Intelligence: http://omegataupodcast.net/2013/04/122-artificial-intelligence/   It is high level but nevertheless the discussion is IMO very interesting....also Watson is a little discussed at the end.
  10. I'm using it to code in C#/.NET and together with Resharper 7 (a third-party tool to boost productivity/instant code guarding and so on) it is really the best IDE I think, worth all the money...
  11. I think, I've to migrate to Australia ...better weather than in Germany and 38h/week, sounds good   I'm developing business software and in the past I did a lot of overtime work (I am only writing a simulation game as my hobby). Then I've realized if I continue those insane working hours, I'm burned out sooner or later and life is just too short for this. So, I've reduced my working time and had no problems, because my standing in the company was pretty good.   Now, we have introduced Lean and Scrum. Is that also common in the gaming industry? I've nothing against the key principles of Scrum but now guess, what (some) manages uses this framework now for - especially those managers, who have no clue about software developing. at all:   They think...oh, great, now I'm running a 'software' factory: The developers commit for backlog items and at the end of the tact they get blamed if they have not fulfilled their backlog items. Again the pressure raises up and the quality goes down - to get the work done...   So, feel lucky if you have managers who were developers in the past...
  12. I'm a developer but not in the gaming industry. I'd be curious how much the workload of a typical software developer (I know, there is no typical developer ;) ) is....is it really the case that 60+ hours/week are usual?    I do not talk about peak times at the end of a project but regular working habits. 
  13. I've played just a little with standard randomizing...and to my astonishment it works well...so again easy solutions are often the best ones ;)
  14. The perlin noise approach function looks promising! Thx.
  15. Hi,   I'm currently in the process of implementing a first prototype of a broadband sonar for my subsim.   Have a look at this picture:  [attachment=13215:waterfall_display.pNG]   I'm currently struggling how to best implement the background noise (random noise of the ocean, in the picture those are the dark grey random points)...I'm sure there are standard algorithms/maths to do that.   Can anybody help me here ?   Thanks.