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About Zilee

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  1.   Yep sorry, concave. Ah well, I saw some algorithms that "seem" to get it done. The most processing intensive way of doing it is with the parity rule and check if each number is inside or out the polygon, but that is rather intensive on the processor. I've looked into flood filling methods, but they expect you to give them a point inside the polygon, something I can't really do in some polygon generations schemes. Oh and I messed up with the modulo in the first code, it's actually useless if you implement the delimited regions correctly.    Anyways, I'm going to work on it.
  2. I generate a polygon inside a map. Every point corresponds to an integer value. My current filling algorithm works for most polygons, but as soon as I get convex polygons it has problems :     Both problems are pretty obvious when looking at the picture, sometimes it fills the exterior the only reason that this doesn't happen all the time is because I check to see if the next fill is even(It's always supposed to be even since fills are done by region, ie 0 then 2 then 4.)   The other problem is that since I draw pairs of points, since I treat consecutive rows of 1's as one point the next segment is ignored since there's only one point left.   Here's the filling code :   void PolygonGenerator::fillInside(std::vector< std::vector<int> > &vec, std::vector<CoordinateXY> &vertices) { for(unsigned int i = 0; i < vec.size(); i++) { std::vector<int> pointCoords = countOnALine(vec[i], i, coordinates); if(pointCoords.size() <= 1) continue; for(unsigned int j = 0; j < pointCoords.size(); j+=2) { int pt1 = pointCoords[j]; int pt2 = pointCoords[j+1]; while(pt1 <= pt2) { if(j % 2 == 0) vec[i][pt1] = 1; pt1++; } } } } std::vector<int> PolygonGenerator::countOnALine(const std::vector<int> &vec, int lineIndex, std::vector<CoordinateXY> &vertices) { std::vector<int> pointCoords; for(unsigned int i = 0; i < vec.size(); i++) { if( (i+1) >= vec.size()) continue; if(vec[i] == 1 && vec[i+1] == 0) pointCoords.push_back(i); } return pointCoords; }   I hope the code is self-comprehensible. I don't use the vertices in the countOnALine method or the lineIndex. The method's purpose is simply to return non-consecutive coordinates of 1's.   I've spent too much time trying to figure this thing out, I'm done for today. I hope someone has a clue. I know of another method to fill polygon's, but it is pretty shitty.
  3. Setting up a team need guiding

    [quote name='way2lazy2care' timestamp='1300650988' post='4788334'] You also only have a couple months. A "matter of weeks" is almost a quarter of your implementation time. With what you have given, you could try C# with XNA or just use Java with Jogre. [/quote] Well I'm not saying were giving it two months and leaving it as is. If things go our way we'd figure out something to keep it running. I will check Jogre out, seems like a starting point. You are right that were sending the bar high, were definitely not making a regular board game. I think it's worth giving a try, not to mention it will give us some experience and that's always a good thing. @Garland, well were not discarding your proposition, though we need to deal with our schedule's and we aren't ready to start pumping hours into it just yet.
  4. Setting up a team need guiding

    [quote name='way2lazy2care' timestamp='1300646059' post='4788304'] if you're all students, you should set your expectations as low as possible and work to exceed them rather than setting your expectations high. As far as what to use is concerned, what technology are you familiar with? Use that. If you're trying to learn a new technology, make a complete game, and manage a team in 2 months with no established plan or design the outlook is shaky at best. A lot of the biggest mistakes that have been made in my school and personal projects were all related to setting the scope based on what is cool rather than what is achievable. [/quote] Look, were not clueless. We're going to discuss it in-depth and make class diagrams/uml's to help use being set in the right direction. In my last internship I have worked on a simulator with over 1000 classes. I know game's aren't easy to make and I know a month or two won't cut it at all, but it's a start. As for what I know and used: [size="1"][font="Symbol"]· [/font][b]Java[/b], JUnit,Servlet, Applet[/size] [size="1"][font="Symbol"]· [/font]HTML, JavaScript, CSS, PHP, MySQL, Ajax, XML, XSLT,XPATH[/size] [size="1"][font="Symbol"]· [/font]BASH[/size] [size="1"][font="Symbol"]· [/font]SQL/PLSQL[/size] [size="1"][font="Symbol"]· [/font][b]C++,[/b] Framework QT[/size] [size="1"][font="Symbol"]· [/font]UML[/size] [size="1"][font="Symbol"]· [/font]Windows & Linux[/size] [size="1"][font="Symbol"]· [/font]Autoit3[/size] [size="1"][font="Symbol"]· [/font][/size][size="1"]Perl[/size] I could get around learning any OO language in a matter of weeks. That is why we need to know what is considered solid ground in gaming dev and that would scale well. As for our expectations, well we would go block by block. Making a solid foundation for each item that would compose the game. One more thing, we can dream. @Garland, thanks for your interest as of now I am working full-time, but I will consider your offer. I did think getting a few more people would help boost the project, but managing a team could prove difficult. [size="2"] Thanks for the input. [/size]
  5. I recently got my degree in computer science and I've been accepted in an engineering school in software applications. I have a few months of vacation during that time and I don't plan on working the whole period. My friend is a mathematician and I know an artist so I thought we'd have a take at making a game. I've always been a fan of Tactic-style games(Such as Ogre Tactics, or FF Tactics) and my friends are also fans of these. We figured that a turn-based game would also be easier to manage code-wise. I am proficient in a plethora of languages(Not an expert or anything), which means I have lots of options for the technology being used. We wanted it to have multilayer capabilities(Creating rooms, playing online etc). I guess my only drawback is the fact that I haven't really coded any serious game in the past. I made a battleship(Java) and an Othello board game(Js) and did it again using the QT framework. Anyways, without dragging we have no idea what technology we want to use. We don't mind if it's either Web-based or client-based. I was thinking about Adobe Flex or Java. So what do you guys think? What should we use, ideally it would need a good user base and good documentation, ideally stable and mature. Thanks for the input.