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About markypooch

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  1. Ah, that makes more sense. Well there are a number of ways to do that, but I'd recommend functions. In Javascript, functions are first class objects. They have a this pointer, can have member variables, and can have members that reference other functions (Think member functions of an object). So you could define a gloabl function to represent a tile like so: function Tile(x, y) { this.x = x; this.y = y; this.checkCollision = function() { //do collision stuff } } You could than define a array globally to hold all of your tiles, again, like so var tiles = new Array(); And in your initialization code outside of your main loop/setInterval method you could initialize this array like so for (var y = 0; y < mapHeight; y++) { for (var x = 0; x < mapWidth; x++) { tilex = x * tileSize; tiley = y * tileSize; tiles.push(new Tile(tilex, tiley)); } }
  2. Any particular error message you're getting, or concept you're not quite understanding? It's not entirely clear from your post what you need help with. Looking at your example, I don't see any errors jumping out at me from Firefoxs built in debugger, though, I'm assuming here, but you want your character to move? I see you are invoking setinterval to redraw your character, but inside the two methods referenced within this function you don't update your characters position. You only do it once in the global scope. I got your character moving on the 'X' axis to the right by adding this line to your drawChar() method. function drawChar() { charx += (tileSize/2); draw.drawImage(charImg, charx, chary, tileSize, tileSize*2); } I'll also re-attach your html file. Let me know if this is what you were trying to accomplish, if not, please clarify. Jscript_GameTest.html
  3. markypooch

    I'm stuck with 'endless' math/formula...

    Depending on how far you are taking this, I'd never bank on someone not noticing. Someone always eventually does if your game garners enough attention. There a number of cheap solutions here. Always offer another upgrade to player units that linearly scales the stats of their defense/power/ect., give the player more, and more money as the game progresses so they always have enough money to combat the AI if they spend it wisely, and so on. A problem you may run into is if you don't set a cap on the number of units. If both sides can keep scaling up the amount of units they have, you'll want a map that can accommodate that. Also, once you reach a certain point, you are also likely to run out of unique assets for the player/ai to use. At some point, you'll want to start generating unit-types & assets on the fly. This can be as simple of just having a large pool of assets, and randomly picking from them to throw together a new unit-type. This can give some interesting/hilarious results, but it can also throw balance out the window if not done carefully 😛
  4. Over-engineering can be a problem, and a large time-zapper. Sometimes, for juniors especially, it can be hard to tell if you are over-engineering something. Especially if you've no idea how else a particular problem _could be_ approached. That being said, I'm assuming you are following a agile/scrum methodology where you take on stories that have points assigned to them relative to the effort the story owner thinks it will take, so, imagine this scenario Story Description: We need to leverage a DB to store historical metering data for one our switches so that we can later generate a report to send to Accounts Recievable. **Success Criteria** *Create the tables on our pre-exisiting Database cluster *Write out the code to insert the Metering data from the tool to the new DB tables *Generate xlsx/csv/whatev Report **2 POINTS Give that story a look over, and ask yourself, "What is this asking of me?" Is this story asking you to write an agnostic DB layer to handle the lifetime of DB sessions across multiple applications as a library? No. Is it asking you to write a methods that tallies the 95th percentiles of the interface bandwidth metrics that your client is consuming? No. What the story asks for is precisely what it asks for. Always do what the story says. Deliver, deliver, deliver. If necessary, clarify with the story owner, or bring up ideas that you have that can bring some of that aforementioned functionality into the fold as separate stories/feature buildouts to your senior engineers, or to the rest of your team The burden of elaboration should always lie with the story owner, not the developer in cases where the story owner expected a feature not initially requested.
  5. You can lower the bar even more, and just bake the shadow directly into the texture, not as a dynamic decal, but as a uniform part of the final texture. Depending how/where you are doing your modeling, not sure how well this work for other light sources (as opposed to directional), but I don't foresee an issue with pointlights. Arealights (dynamic lights in a scene in general) wouldn't really mesh well with this, especially if you shine a dynamic area light on a "occluded" portion of a texture, and the shadow remains would give a very tacky look. The benefit here obviously is no code is involved, and all the work can be done offline It goes without saying the biggest caveat here is meshes must remain static (As opposed to TeeTreeTims solution), or some other method be deployed if you wish to keep the illusion. A quick example I found on youtube that looks good:
  6. Hello all, essentially what I'm looking for is a flowchart generator that I can leverage with my python applications using, "magic characters" (@) and the like, above flow control structures, and important bits of code. While there does seem to exist some similar libraries in the py eco system, there doesn't seem to be anything 1:1 to what I'm looking for, I've heard of Doxygen, but i'd prefer something native to Python. Really just something that gives my engineers minimal control of the output of what the flowchart will look like in the most minimally invasive way possible. Also, I know the process for flowcharting is backwards in this proposition, but this is more for management after the fact. If something exists, great! If not, I'll code it out, but don't want to duplicate efforts if something similar is already out there Marcus
  7. Speaking as a non-artist, I'm of the case that I got good at making use of what I have. Best thing to do is to know what makes a scene composition flow. IMHO, I'm a huge believer that a good scene composition can make up for a lot of the tackiness a prototyped level will likely have, when something looks out of place, or when a particular color palette, or object can be added to your scene to make it pop. While I model my own meshes usually, 90% of these are composited from free textures, and, to the trained eye, it's a bit noticeable, but they also don't look like something somebody shat out quickly, well, lol, maybe a little TLDR, most people have some level of artistic intuition. Whether or not they want to acknowledge it is another story, it's that reason that I'd recommend you pick up Blender, or some similar, and buff out your stats a little bit
  8. markypooch

    Should I work in HCL?

    As much as we love/hate them, family (baring financial dependence) is usually something we don't need. However, you do need you. So the important question here that you should place before all this is, what do you want to do?
  9. markypooch

    SharpDX Matrix Order

    HLSL can use any ordering that you specify. Last I checked, though this may be a more recent feature, you can specify the row_major keyword in your shader code. Insofar as why is a hand-wavy, "Historical reasons". Generally 2D Arrays are stored in row_major on the CPU side, so my guess is they just kept with that convention. It's not a wrong ordering, it's a perfectly valid one, and iirc, it's more efficient to work with a row_major organized data-construct for looping on the cpu side if you plan to modify the matrices sub-elements e.g., but it is a different ordering, and ultimately one you want to be aware of in D3D in particular.
  10. You could probably achieve this behavior with a type-1 hypervisor, in that you install VMwares ESXi, or another Hypervisor (KVM/XEN) on a bare-metal box, and deploy VMs on top of that, as opposed to the consumer based type-2 "run on your desktop" hypervisors Depending on the GPU that you have, you should be able to achieve GPU Passthrough if you choose to go the type-1 hypervisor route. If you have a Geforce card, def do your research, Nvidia goes through great lengths at the driver layer to coerce you to buy into their Quadro line when it comes to passthrough. Some relevant threads/articles: https://elatov.github.io/2018/04/esxi-65-passthrough-video-card-to-plex-vm https://www.reddit.com/r/nvidia/comments/5m07h2/pci_passthrough_in_esxi_for_consumer_nvidia_cards/ https://petr.io/en/blog/2017/12/26/running-nvidia-cards-vmware-esxi/
  11. markypooch

    What’s the future of internet?

    if we can relate shit-posting to entropy, than we can be sure the internet will follow the laws of thermodynamics over time. Side-bar, integrating ad apis into our applications is easy for developers to generate a basic revenue stream for the awesome content that people consume daily, FOR FREE. Bitcoin mining is _far_ more intrusive than a silly ad that plays for 15 seconds.
  12. markypooch

    What are you working on?

    Not gaming related, but it does involve a canvas object! I'm working on a visual diagram tool for SDN networks. Normally most SDN tools (Azure, NSX, AWSs VPC, Openstack Neutron) require that you use sluggish GUIs to piece together a network topology. I figured I could write a tool that could give a more visual aspect to the designing of ones virtual network similar to what a Network Engineer would use in SolarWinds, or Visio. Going even further, diagrams designed in my tool could be used to deploy networks for several backend apis providing an agnostic interface to the engineer. The project is still in it's early phases, but so far I got the bedrock of my UI code written (JQuery/AJAX/HTML mostly, 10 years behind the 600 Javascript frameworks, I know :D) and a backend flask server where I'm putting all the python needfuls. So far I got the project to progressively piece together JSON blobs as the user drags/drops the elements from builder UI to construct their network, and, did I mention, LDAP INTEGRATION, oh yes, we got RBAC. Unfortunately still not _very much_ to show off but my alpha UI, and some purty sprites I modeled up in Blender
  13. markypooch

    Evolving neural networks

    yeeeah, I guess I didn't consider that, that's a good point. Idk, mocap equipment isn't as elusive in price as it you used to be, no? I mean, you can do some pretty legit stuff with an array of kinect cameras under a grand. Sure, nowhere near AAA quality, but that's out of scope in 90% of cases here anyways i'd imagine.
  14. markypooch

    Evolving neural networks

    Does any of that make a game more fun? You seem to be missing the fact that Game Development is considered a part of the entertainment industry. Why throw a neural network at my soccer players face when I can just mocap/tween? Will it really matter that much to the player??? You seemed to be stoked about this tech, that's great, but it don't think it has the far reaching implications that you think it does.
  15. Hey there, IADave has a point, typically this thread is reserved for Game AI, and not Natural Language Processing, or other forms of knowledge-based mining algorithms. I haven't worked much with NLTK offered by Python, but have used Naive Bayes/ID3 to perform sentiment analysis on sentences. It sounds like you are working with a Supervised model. That is, you have labeled training examples presented to your algorithm on what constitutes its classification. Where the disconnect seems to be is that it sounds like you aren't using a Bag-of-words approach, but instead a keyword approach, how would your current algorithm attempt to classify, "Our engineers will be launching a rocket into low-earth orbit this afternoon."? Unless you know in advance the type of sentences that your algorithm will be expected to classify, fixating on keywords that you think are relevant may not be the best approach. Instead, I'd advise a simple occurrence + bag of words approach. That is, keep track of all unique words, and their occurrences in your training data in relation to its training label (Acquisition, merger, launch, ect.), remove stop words (and, its, the, ect.), perform stemming on your words, ((programmer, programming) == program), and present that data to your algorithm to have it determine what qualifiers in a sentence given the training data encompasses a sentence with 'x' label. I don't know the level of abstraction you are working with, but that doesn't sound like an issue you should have if you are working with a bag-of-words approach. NTLK is probably one the easier frameworks out there to quickly perform Natura Language Classification. I think it might help you to not start with a high-level framework, but to actually implement an algorithm yourself for learning purposes. Take a peek at the link provided to implement a simple supervised classifier yourself https://monkeylearn.com/blog/practical-explanation-naive-bayes-classifier/
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