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Everything posted by QuinnJohns

  1. I'm trying to code a GA for the Travelling Salesman Problem, would there be any chance someone could give me basic pseudocode? I've looked over a ton of online documentations, but I'm still confused on the basic flow of a system like that? Thanks.
  2. Genetic Algorithms for TSP

    [quote name='pithlit' timestamp='1318460708' post='4872030'] [quote name='Franck Dernoncourt' timestamp='1318406659' post='4871766'] [size="2"][color="#1C2837"]So crossovers turned out to be useful and diversity is used in the fitness function in order to avoid premature convergence (=[i] genetic drift[/i] in GA terminology), such as illustrated below:[/color][/size] [size="2"] [/size][/quote] I think the GA is just used as a diversification mechanism here: an alternative meta-heuristic that picks new neighbourhoods to search in. IIRC the local search itself is using an exchange operator that ranks edges based on how close they are to being part of the Minimum Spanning Tree of all cities. [/quote] Anyways, it took me a little less than two days to write the GA, mutations, crossovers, etc. Pretty excited about the results. Thanks for the input everyone.
  3. Genetic Algorithms for TSP

    Thanks for the help! I've been toying around with different algorithms, to gain a better understanding. I've written so far, Depth First, Bread First, Best First, Insertion Heuristic, and now I'm trying a GA. Using a GA would be pointless for me on a small dataset, but i'm playing with about 100 "city" data points. Thanks again for the help! Regards, Quinn
  4. I'm back, and ready to ActionScript

    Welcome back.
  5. [size="2"][font="Verdana"]I've done some device enumeration with SupportedDisplaymodes, et al[/font][/size] [size="2"] [/size] [size="2"][font="Verdana"][code] List<DisplayMode> dmList = new List<DisplayMode>(); public void GetDeviceEnumeration() { foreach (DisplayMode dm in GraphicsAdapter.DefaultAdapter.SupportedDisplayModes) { dmList.Add(dm); } } [/code] [/font][/size][font="Verdana"][size="2"]One thing I've noticed is that the graphics device, returns multiple resolutions, at different surface formats, being BGR565 and COLOR. After some research, I've found that BGR 565 is used on Windows Phone 7, and on PC, but not on XBOX 360. However, COLOR is used on both, but it is inherently not as quick. Is one "commonly used" over the other in terms of selected surface formats? and why? in industry or indie games? I'm currently doing development for both PC and Windows Phone games, however, this enumeration is only being used to generate list boxes in the "options" screens of the PC games only. I'd love to hear some input from the community on both.[/size][/font] [font="Verdana"][size="2"]Thanks![/size][/font]
  6. XNA - Common SurfaceFormat?

    Thanks for the input!
  7. Photography

    Not entirely a fan of the web design, the black and green just take away from the vibrant photographs. Also, the menus just look very plain. If you decide to stick with darker colors, I'd suggest finding ways to make everything pop. Take a look at [url="http://www.matkey.com/"]http://www.matkey.com/[/url]. Simple design like yours, but the emphasis goes on the images, and there is more than just plain text links. As others stated, I'd also take into consideration what the page looks like in different browser windows / resolutions. Other than that, it's a nice site. Best of luck, Quinn
  8. Hey MJP, nice to see you're still alive and kicking.
  9. As far as maths goes..

    [quote name='Zulrang' timestamp='1312237926' post='4843323'] Aside from taking formal college courses, what books or online resources would you guys recommend for someone wanting to learn all the game math concepts? [/quote] To be honest, even in college, one of the best math resources I've ever found was [url="http://www.khanacademy.org/"]http://www.khanacademy.org/[/url]. Enjoy. Quinn
  10. [quote name='tom_mai78101' timestamp='1303651027' post='4802288'] I'm curious to know how many books do programmers read in their career lifetime. I have heard people reading over 20 books since high school. There are some people that read books, but didn't actually finish reading it completely (Chapter 1 through the Appendices), does that count as "You've read a book"? And when you read, do you read the same parts over and over again once per books you have in your possession? Does that make some parts of the contents redundant? This affects me setting a goal during my free time, to read about 15 programming books on C/C++, DirectX and OpenGL, and 2 big books on Java. And I would like for some opinions. Hopefully, it's not about what kind of books I have to read, just need the total amount. Thanks in advance. [/quote] Well, in the sense of it, I read fictional books all the time (G.R.R.M - Game of Thrones, etc). I "reference" technical books. Only technical book I've read cover to cover, was an SAP in 24-hours book, because I was interested in the architecture. Regardless, you'll find that if you decide to ever acquire reference books - on a particular topic, I'd try and buy the e-book versions, for easy searching, etc. As one of the other posters stated, its actually sitting down and programming that'll make you a code expert. I wish you the best of luck exploring your passions in game development. It's a fun ride. Regards, Quinn
  11. The Process of Creating A Game?

    [quote name='lorddanny' timestamp='1311943672' post='4842116'] Hi guys, I hope this post is in the correct forum/section, if not please feel free to move it to the correct section. Anyway, I was wondering does anyone here knows the entire procedure of creating a game from start to finish? I was reading an article on gamasutra on design, where it says that if someone were to try and start creating a game, design documentation will need to be done, ie creating a design concept then a project proposal and etc. But is this what most game company does? I mean like, is some kind of standard procedure that the game industry follow? For example, in terms of software development, there are methodologies that a team can uses to determine the tasks and stages that the team must go through. Is there something like that for game projects? Any information will be greatly appreciated. Thanks P.S. Sorry for the long message [/quote] Generally speaking, I'm a proponent of spending a majority of your time doing documentation. I've done my fair share of development, both for companies, on my own, or for my own company, games and non-games a like. Mainly, if you're doing a game, I'd suggest things such as Case Diagrams, Flowcharts, UML. If the operation is smaller, this would be an ideal time, to do detailed storyboards, wireframes of user interfaces. Whiteboards are your friend. Frankly, a lot of your common software development methodologies easily applied to games. Regards, Quinn
  12. What languange and/or library should I learn?

    [quote name='Joe P' timestamp='1311909312' post='4841977'] [quote name='Tom Sloper' timestamp='1311902368' post='4841942'] I recommend you read this forum's FAQs as your first step. Scroll up, click, read. If you don't want to read the FAQs, you could read [url="http://www.sloperama.com/advice/lesson56.htm"]this[/url] instead. [/quote] Do you not get tired of this statement? If I were you I would just keep it copied to a word document so you could paste it into threads [/quote] Or a keybinded macro? haha.
  13. Examples for my XNA Book?

    [quote name='FlameTheLoner' timestamp='1311920431' post='4842008'] Well, I can't really get a new book right now, so I'd like to finish this one first. So, can anyone get me the sample code? [/quote] I'd suggest visiting the following link: [url="https://www.facultyresourcecenter.com/curriculum/pfv.aspx?ID=8119&c1=en-us&c2=0&Login="]https://www.facultyresourcecenter.com/curriculum/pfv.aspx?ID=8119&c1=en-us&c2=0&Login=[/url] Apparently, it includes all 16 chapters, and the sample code for your book. Happy to help. Quinn
  14. text effects

    I'm curious how easy it would be to do an effect such as: http://www.nulldesign.de/exp/expviewer.php?file=text_explode.swf&width=600&height=300 with blocks of text in D3D9. Any direction would be greatly appreciated. -Quinn
  15. Edges on a window?

    If I wanted to approach creating a movable game menu, inside my game, would I merely create a textured quad with whatever "custom" images as the content? As an example, think of a rounded square, with transparent edges. I've written a similar post before about a "Pause Menu", which was static. Now, I as I do realize there will be several textures involved, is there a simple way to stretch certain images without doing a scale via the D3DXTransform? does the integrity of the image stay pretty decent? or does it pixelate the image? or would it be preferable to just do a "for" loop and repeat the draw calls to the requested window size? Last question, how would I go about being able to drag the window around if the window per-se, was just a textured quad? Handle a WM_ call for mouse keypress in the window's range, and just do a translate based on location of the mouse? Thanks.
  16. pong paddle ai

    If you get access to DirectXTutorial, they have a version of pong available that goes into detail how they handled each facet of their AI. Would be a great reference point, but you definately want to give it a try yourself to learn, before you try and review somebody elses code to see how they did it. Best of luck. I hope everything works out well for you! :)
  17. I've heard from a friend that in his class a team used C#, and some API to develop what amounts to a Ventrilo / Teamspeak application. Anyone familiar with a decent API? I prefer it to work with C#, but doesn't entirely matter. Thanks in advance.
  18. VOIP / Ventrilo-esqe Voice Program

    Anyone know of any good example source?
  19. Question about Pause Window

    I've noticed that in some games there is a pause window, that you can produce, by some shape or form in the game, usually a dedicated button. The same goes for general menus, while in-game. My question is, what exactly occurs? I've figured that in your game loop, you will likely have some sort of states; such as GAME ACTIVE, or something, and corresponding with that when pressing the input key, you will toggle to perhaps a GAME PAUSE, where you can likely stop whatever is going on from happening. Do you create a separate "window" for those menus? or is it just a quad drawn on the screen? Is it perhaps true that it is a static window, at which interactions toggle the return to game? ieie. changing settings, from this "menu" perhaps, can be done in this state, but the game can remain active. "The only problem I see with a secondary window, is what happens if the game is fullscreen and you are showing this other window on top of the current window - wouldn't the game window lose focus and therefore act as if you were alt-tabbing? Technically, I am also assuming that you would not change anything from your graphics calls, and all the gameplay is under this game state. After this whole jumbled mess of a post, my only real concern was the question about if the window that comes up is an actual quad just drawn on the screen or a static second window, where you just toggle the visibility. Thanks.
  20. Question about Pause Window

    Yet again, I make myself look stupid. I also just realized the second option would probably be better, because I could make some sort of input method, somewhat relating to an onMouseClick type event, to handle "buttons" made of textured quads as well.
  21. Question about Pause Window

    Well, I realized that you would use some game states. My dilemma is that I would have no idea how to create the "window" that spawns over the game-window, with the menu options on it. I can create windows normally, however, if you just CreateWindow, right on top of a fullscreen game - wouldn't the game force itself to window mode? or Should it rather be just a textured quad of some sort, just drawn 2D on the screen, and somehow, apply the buttons or what not to it? If this is the option, how would I draw the buttons in the presumed places, without having some window handle? Thanks.
  22. Are you a Programmer or an Artist?

    3, if you count pixel art. Otherwise, I'll go with 1.
  23. Favourite game music / recommended listening

    Personally, I enjoy the orchestral versions of the legend of zelda.
  24. Dose anyone good C++ game tut for begginers

    www.directxtutorial.com is decent for directx related content, this website also has plenty of articles and such as well.
  25. Visual C++ 2008 Redistributable Package

    If you don't have Visual Studio 2008 .NET installed, you will need to click here. The Microsoft Visual C++ 2008 Redistributable Package (x86) installs runtime components of Visual C++ Libraries required to run applications developed with Visual C++ on a computer that does not have Visual C++ 2008 installed. That last except was pulled from the link I provided. Hope it helps anyone in the future, it worked wonders for me. ** snip from an old thread of mine, that I discovered through trial and error. **
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