Author Topic: TinyCraft [Axe]  (Read 63028 times)

0 Members and 1 Guest are viewing this topic.

Offline AngelFish

  • Is this my custom title?
  • Administrator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3242
  • Rating: +270/-27
  • I'm a Fishbot
    • View Profile
Re: TinyCraft [Axe]
« Reply #135 on: January 07, 2012, 07:53:43 pm »
Heh, that's almost exactly the 2D case of the algorithm I came up with :P

As you can see from that demo, the algorithm has some problems if you're not careful, but they shouldn't be noticeable unless you have a large scale view like that.
« Last Edit: January 07, 2012, 07:57:02 pm by Qwerty.55 »
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline ZippyDee

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 729
  • Rating: +83/-8
  • Why not zoidberg?
    • View Profile
Re: TinyCraft [Axe]
« Reply #136 on: January 07, 2012, 08:11:24 pm »
So....how would we use that?
There's something about Tuesday...


Pushpins 'n' stuff...


Offline leafy

  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1554
  • Rating: +475/-97
  • Seizon senryakuuuu!
    • View Profile
    • keff.me
Re: TinyCraft [Axe]
« Reply #137 on: January 07, 2012, 08:14:43 pm »
I personally don't see the point of tracking changes; you're going to have to unarchive and archive each map anyways. It might even be harder and take longer to track just the changes, when you could just overwrite the old map with the new one completely.
In-progress: Graviter (...)

Offline ZippyDee

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 729
  • Rating: +83/-8
  • Why not zoidberg?
    • View Profile
Re: TinyCraft [Axe]
« Reply #138 on: January 07, 2012, 08:16:49 pm »
He's saying that using a reversible RNG you could simply recover the randomized data for the point you are at, so you wouldn't have to save a map at all and you'd ONLY have to save the changes you made to that map for the next time it's generated.
There's something about Tuesday...


Pushpins 'n' stuff...


Offline AngelFish

  • Is this my custom title?
  • Administrator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3242
  • Rating: +270/-27
  • I'm a Fishbot
    • View Profile
Re: TinyCraft [Axe]
« Reply #139 on: January 07, 2012, 08:28:53 pm »
I personally don't see the point of tracking changes; you're going to have to unarchive and archive each map anyways. It might even be harder and take longer to track just the changes, when you could just overwrite the old map with the new one completely.

The point of the change list is that there's no map to archive/unarchive in the first place. Memory becomes significantly less of an issue when you're *only* storing the blocks or chunks the player has modified.

*Chunks would be more memory efficient
« Last Edit: January 07, 2012, 08:30:17 pm by Qwerty.55 »
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline ZippyDee

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 729
  • Rating: +83/-8
  • Why not zoidberg?
    • View Profile
Re: TinyCraft [Axe]
« Reply #140 on: January 07, 2012, 08:39:57 pm »
Well, looking at Notch's algorithm, it looks like what he's doing is generating a smooth 2D noise map for the main terrain (rocks, grass, water) and then another 2D noise map for adding sand and trees and cacti and things like that...Shouldn't be too difficult to do that on calc.
There's something about Tuesday...


Pushpins 'n' stuff...


Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: TinyCraft [Axe]
« Reply #141 on: January 07, 2012, 08:43:44 pm »


This is running fairly awesome 4scale for a 32x32 tilemap.

Hey how many bytes is this?
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline ZippyDee

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 729
  • Rating: +83/-8
  • Why not zoidberg?
    • View Profile
Re: TinyCraft [Axe]
« Reply #142 on: January 07, 2012, 08:54:04 pm »


This is running fairly awesome 4scale for a 32x32 tilemap.

Hey how many bytes is this?
32x32 tilemap, 4 levels of grayscale, meaning 2 bits per tile, so 2048 bits or 256 bytes. Unless I completely botched my thinking there.....
« Last Edit: January 07, 2012, 08:54:47 pm by ZippyDee »
There's something about Tuesday...


Pushpins 'n' stuff...


Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: TinyCraft [Axe]
« Reply #143 on: January 07, 2012, 08:55:33 pm »
hmmm, Thats not too bad, but after the sprites are thrown in it might be a bunch more
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline ZippyDee

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 729
  • Rating: +83/-8
  • Why not zoidberg?
    • View Profile
Re: TinyCraft [Axe]
« Reply #144 on: January 07, 2012, 09:03:32 pm »
Well, how many tiles are there total? We could calculate how much you'd need for a 128x128 map (the size used in minicraft). I think there are 20 tiles total, right? If we could get it down to 16, we'd probably save quite a bit of space...
There's something about Tuesday...


Pushpins 'n' stuff...


Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: TinyCraft [Axe]
« Reply #145 on: January 07, 2012, 09:05:33 pm »
Oh good IDEA! Any body have a calculator? lol jk
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline ZippyDee

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 729
  • Rating: +83/-8
  • Why not zoidberg?
    • View Profile
Re: TinyCraft [Axe]
« Reply #146 on: January 07, 2012, 09:10:09 pm »
Hmm...Maybe there are some tiles that we could combine the value of. Like...you won't see Lava anywhere but under ground, and you won't see Grass anywhere but in the top world. Also, Grass could be Clouds and Rock could be InfiniteFall in the sky world. And we could combine something like Tree and IronOre. That brings it to 16 tile values needed, so we can represent two tiles with each byte. That should simplify things considerably in terms of saving and recalling map data, too! :D

Edit: They don't have to be those exact tiles. I'm sure there are probably better combinations.
« Last Edit: January 07, 2012, 09:17:30 pm by ZippyDee »
There's something about Tuesday...


Pushpins 'n' stuff...


Offline AaroneusTheGreat

  • Moderator
  • LV5 Advanced (Next: 300)
  • *****
  • Posts: 287
  • Rating: +26/-1
    • View Profile
Re: TinyCraft [Axe]
« Reply #147 on: January 07, 2012, 09:19:47 pm »
By the way I still vote for MineCrack for the name. Where's the write-in? -.-

You seem to be chugging along Leafy! Keep up the good work! It's looking good so far. Hopefully you'll be able to get a solution for your memory problem soon. Speaking of, what were we talking about?

Offline kindermoumoute

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 836
  • Rating: +54/-3
    • View Profile
Re: TinyCraft [Axe]
« Reply #148 on: January 07, 2012, 10:03:17 pm »
Here a first screen :
For the moment, executable is around 1200 bytes larger.


EDIT : Wow, pretty nice on real calc. :D
« Last Edit: January 07, 2012, 10:07:25 pm by kindermoumoute »
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline leafy

  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1554
  • Rating: +475/-97
  • Seizon senryakuuuu!
    • View Profile
    • keff.me
Re: TinyCraft [Axe]
« Reply #149 on: January 07, 2012, 10:26:03 pm »
1200 bytes larger? We'll have to cut that down xD

Anyways, I think I've figured out the overworld map generator. Wasn't terribly difficult, the code's just bloody long.
In-progress: Graviter (...)