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Messages - Builderboy

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226
Fruit Ninja / Re: Fruit Ninja
« on: May 24, 2012, 02:40:21 am »
Definitely amazing, I really like the way the fruit slicing turned out in the end, I think it really polishes everything up nicely!

227
Gaming Discussion / Re: Starcraft II OP!
« on: May 23, 2012, 11:41:20 pm »
I myself used to use Colosi against MMM all the time, but as I get better, I am starting to favor HT and Archon a lot more in my PvT and PvZ matchups.  If I go colossi, the terran can easily build vikings and he's good, but if I go HT and Archon, he has to get ghost which require a lot more micro. 

But yeah, in bronze, macro wins every game :]

228
TI Z80 / Re: Super Awesome RTS Project
« on: May 22, 2012, 02:47:42 pm »
How are you approaching the pathing now, and how do you plan to approach it in the final game?

Edit: I guess my question is, how are you approaching the issues with coordinated pathing?
Well, currently that is one of the largest challenges.  Right now each unit is trying to get to the destination with no consideration for the units around it.  This causes a lot of units running into each other and geeneral sadness.  Me and Runer are working together to get this working, but currently I am trying to see if giving units a formation 'goal' that they want to attain might be the way to go.

And aeTIos the source contains 3 different files that are used in the pathing routine.
-PCALCOFF-  Calculates the offsets that are given to each unit and initializes the routine data
-PATHFIND-  Generates the depth field
-PBLDTREE-   Uses the depth field to create a pathing tree, and assigns nodes to each unit

229
Gaming Discussion / Re: Your Portal Test Chambers
« on: May 22, 2012, 02:44:01 pm »
Yes Portal 2 uses the source engine (pretty much all Valve games use the source engine XD)

230
TI Z80 / Re: Super Awesome RTS Project
« on: May 20, 2012, 10:25:00 pm »
There will be a very small number of different types of units, both because of the sprite limitations, and because this is a calc game :P.  The way I am currently planning to differentiate between units is actually by shape instead of color.   One player will have circle based units while the other will have square based units. 

231
TI Z80 / Super Awesome RTS Project
« on: May 20, 2012, 09:58:19 pm »
For the last couple weeks, I have been working on and off on an Real Time Strategy engine, with the final goal to be the creation of a fully featured RTS game for the calculator.  It has been quite a struggle with different types of data structures, but a lot of progress has been made since its inception.  I was reluctant to post this on the forums for a while due to it being such a large project, and because I has having such difficulty getting some of the foundations of the engine working.  However, just today I have solidified the basics of the engine.

However, the worries of this project being too much to handle for just one person still remain, so I am proposing that this be a completely open source project from the start.  This will not be a community project though, as I will still be doing most of the coding.  The idea is that from the start, anybody who is interested can take a look at the code and propose changes or optimizations as the development cycle goes on. Furthermore, I will not just be uploading the source, but simply zipping my entire development folder for all to see, so you will get to see all past backups, screenshots, and development notes that I create for myself.

The engine itself is one of the most complex I have ever written, and is still only in it's infancy.  It is being written with multiplayer in mind, so transitioning into link-play should not be difficult.  Link play will most likely come before any type of official AI, although both are planned (hoped for).  Currently the engine has these features:
 -64 units per player.  Each unit is 4x4 pixels
 -64x64 tilemap.  Each tile is 4x4 pixels, but all buildings take up an 8x8 space
 -256 4x4 'chunks' that are used in internal processing
 -Rudimentary pathing

The chunk system is the thing I have been working on for the past couple days, and it is finally working to my satisfaction.  Each player has a 832 byte section of memory allocated to all their units.  This consists of a 256 byte lookup table, and then 9 sets of 64 byte lists, each list for a different attribute.  The data structure that I chose is a linked list, and each chunk is it's own linked list.  The 256 byte lookup table has 1 byte for each chunk, and this byte points to a single object that exists within the chunk (or nowhere if there is no unit in that chunk).  Each unit then points to the next unit in the chunk, or nowhere if this is the last unit.  I have routines for adding units into the world, deleting from the world, and moving from 1 chunk to another, and they are all very efficient.  The deletion routine is just 2 simple lines, and the movement routine is equally simple.  Both moving and deletion run in constant time, while addition runs in linear time (although still very quickly). 

The pathing system is also a piece of code that was very time consuming to get working.  It is quite complicated, but I will go over the basics here.  When you order a select number of units to move to a specific location, the program does a depth fill from the destination location through the map until it locates all units (or until it has searched the whole map).  After this depth map, it generates a movement tree that all objects follow in order to get to the destination location.  Right now the way that this pathing tree is followed is very simple and often results in some traffic jams, but it is going to be improved in the future.

Anyways, that is all for now, I will leave you with a screenshot of all current progress, showcasing the unit selection and pathing routines.  I will also be uploading the development files for all to see, so enjoy!

For those of you who want to compile the latest version, you will want to go into the backups folder, choose the most recent version, and compile prgmAARTS.  Use the arrow keys to move the cursor, 2nd to select a region, alpha to toggle tiles, and Y= to send selected units to a location.

232
Zarmina / Re: Zarmina
« on: May 20, 2012, 08:31:42 pm »
Really?  Because in the top left there is a framerate counter and it was going way over 400 FPS O.O

233
Zarmina / Re: Zarmina
« on: May 20, 2012, 07:04:51 pm »
Woot, I like it!  I think you should implement some sort of framerate limitation though, since it's running way too fast for me lol XD

234
Zarmina / Re: Zarmina
« on: May 20, 2012, 06:50:49 pm »
A binary would be nice, as I don't have any of the software to run .love files D:

235
Gaming Discussion / Your Portal Test Chambers
« on: May 18, 2012, 03:25:23 pm »
So a week or two ago, Valve released the Free DLC for Portal 2 that allows you to create and test your very own test chambers!  I'll keep adding them to the first post and we can get a compendium of all the test chambers Omni has created!  I've already added my own. So have any of you made any?  Post-em if you got em!  

Builderboy's Test Chambers
Spenceboy98's Test Chambers

236
The Axe Parser Project / Re: Tangent?
« on: May 17, 2012, 04:09:17 pm »
Consider for a second the range of the tangent function.  It ranges from -Infinite to +Infinite, and a large portion of the range is between -1 and 1.  If we were to ignore the *256, and simply take the ratio of Sin(angle)/Cos(angle), our function would return 0 for that portion of the range, as Axe cannot represent fractional numbers.  Obviously this is highly undesirable, so before we divide, we multiply by 256.  This is what is known as 8.8 fixed point notation.  In 8.8 fixed point, 256 is treated as 1, and this way, we can represent fractional numbers.  128 for example would represent 0.5. 

237
TI Z80 / Re: Tap
« on: May 15, 2012, 09:20:55 pm »
The best i've gotten on a real calc is 200 D:

But i'm also not asian  *Runs*

238
Axe / Re: Axe Q&A
« on: May 15, 2012, 04:31:55 pm »
Oh that's good!  However, some functions like fibonacci might be easy to implement with recursion, but they they are incredibly inefficient >.<

239
Axe / Re: Axe Q&A
« on: May 15, 2012, 04:08:47 pm »
They are fine with recursion, it just takes a lot of memory the way Axe does it, since it backs up all 6 variables each time you call the routine

240
Computer Projects and Ideas / Re: Nightmare
« on: May 13, 2012, 11:04:28 pm »
Alright, another update!  This time I have completely re-worked the physics engine, both to make a bit more sense, and to make adding objects easier.  Plus, now you can push around boxes :P I have also taken advantage of a new Greenfoot feature to rework the progress saving method.  Now you can quickly load any chapter that you have already visited, and progress is saved between plays if you have Greenfoot account! 

I also added a new area, that can be accessed by pressing L+Q at the same time once you are ingame.  It's pretty nifty, and there are some new enemies as well :) It's a bit short for now, as it's still in production, but cool nonetheless!

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