1. Post #281
    Philly c's Avatar
    February 2008
    551 Posts
    Sorry, I've already done a lot of research on the name, and OpenRCT is already used by too many projects. The real name is OpenCoaster Tycoon, but OpenCoTy is an abbreviation that maintains uniqueness.
    Just steal openrct, nobody will care. If another openrct is far enough along to be more worthy of the name then you should probably contribute to that instead.
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  2. Post #282
    Person
    geel9's Avatar
    June 2008
    5,561 Posts
    Working on the Ninepatch editor for YoGUI. I'm done for today; tomorrow, all I have to add is the ability to save a ninepatch, and the ability to change the ninepatch on the fly (it's currently only doing that when it loads the texture.)

    It has the ability to load an already-ninepatched image or an image that is NOT a ninepatch.





    I recorded a timelapse of me doing this for some reason, so I guess I'll be uploading that.

    Edited:


    Timelapse if anyone's interested.
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  3. Post #283
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts




    Edited:

    (256 colours suck)
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  4. Post #284
    AtomiCasd's Avatar
    June 2011
    588 Posts
    PRESS X TO JSON

    http://uncrustify.sourceforge.net/ is the tool I've been looking all over the fucking place for.
    Now my code doesn't look like shit.
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  5. Post #285
    T3hGamerDK's Avatar
    January 2011
    2,551 Posts




    Edited:

    (256 colours suck)
    Fuck shit, motherfucker writing an OS in Javascript how the hell

    I gotta say, following these posts of yours is quite interresting! I've been thinking about implementing Javascript using V8 a few places, but this way? Never thought of.
    I'm VERY impressed by this work, and I truly hope that it goes somewhere, at least for a hobby javascript testing OS!
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  6. Post #286
    Gold Member
    Lexic's Avatar
    March 2009
    6,118 Posts

    I have to say, I am quite impressed at how bad DFS is as at navigating the tube network.
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  7. Post #287
    1996Langley's Avatar
    May 2011
    67 Posts
    Started using the level editor I made earlier for the main menu level on Chairmaggedon. Here is a shitty level behind my shitty main menu. Enjoy the shit.

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  8. Post #288
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts

    I have to say, I am quite impressed at how bad DFS is as at navigating the tube network.
    Wouldn't you want a BFS if you were looking for the shortest path? (disregard me if that's not what you're trying to do...)
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  9. Post #289
    Zyx
    Guest 3855 is lost and can't find the park exit
    Zyx's Avatar
    February 2005
    2,816 Posts
    Obligatory zoomed in screenshot of an execution of our main hero.

    Enemies now stop a bit before you instead of face hugging. Also speedup/slowdown modifier to take precision screenshots! ranging from 0.1 speed to infinity I suppose.
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  10. Post #290
    Gold Member
    ThePuska's Avatar
    October 2005
    3,408 Posts

    I have to say, I am quite impressed at how bad DFS is as at navigating the tube network.
    A DFS without any heuristics at all will pretty much just find some random path. Using even a simple heuristic, e.g. sorting the nodes according to their distance from the target and choosing the next child node greedily, would probably give you almost optimal solutions with that graph even if you search it depth-first.
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  11. Post #291
    Gold Member
    Darwin226's Avatar
    January 2009
    4,031 Posts
    Wouldn't you want a BFS if you were looking for the shortest path? (disregard me if that's not what you're trying to do...)
    Not even BFS. You need Djikstra for weighted graphs.
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  12. Post #292
    Gold Member
    Deco Da Man's Avatar
    July 2007
    1,015 Posts
    Not even BFS. You need Djikstra for weighted graphs.
    Assuming uniform path weight (including length), Djikstra is equivalent to BFS (right?).
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  13. Post #293
    Hmmmm? How are you getting those values? It's always been circular for me.
    https://love2d.org/wiki/love.joystick.getAxis

    Edited:

    Video:

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  14. Post #294
    Gold Member
    Darwin226's Avatar
    January 2009
    4,031 Posts
    Assuming uniform path weight (including length), Djikstra is equivalent to BFS (right?).
    Yes. If the edge costs are the same Djikstra is the same as BFS.
    Depending on how the priority queue/sorted list is implemented it might have unnecessary overhead. I doubt it would be noticable though.
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  15. Post #295
    WhatTheEf's Avatar
    November 2010
    532 Posts
    Is it usual to learn this kind of stuff(backtracking, graphs, trees, dive-et-impera, greedy, etc.) in the third year of high-school? I've talked to some buddies and they said they do these in the 2nd year of college or so.

    These are way over my head, the only thing I understood was graphs. Alas, none of my classmates know how to do a "Hello world" program. Just goes to show how good my teacher is.
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  16. Post #296
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    Is it usual to learn this kind of stuff(backtracking, graphs, trees, dive-et-impera, greedy, etc.) in the third year of high-school? I've talked to some buddies and they said they do these in the 2nd year of college or so.
    Seriously?

    I'm in my last year of high school and in my software development class we don't even use arrays
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  17. Post #297
    Gold Member
    Darwin226's Avatar
    January 2009
    4,031 Posts
    Is it usual to learn this kind of stuff(backtracking, graphs, trees, dive-et-impera, greedy, etc.) in the third year of high-school? I've talked to some buddies and they said they do these in the 2nd year of college or so.

    These are way over my head, the only thing I understood was graphs. Alas, none of my classmates know how to do a "Hello world" program. Just goes to show how good my teacher is.
    Yeah, I don't think you'll learn this stuff anywhere.

    If you're lucky you find someone who knows and can teach you. Then you teach others.
    After a while you start to understand the terminology and the general thinking pattern and can learn stuff yourself.

    Or maybe that's just me. I just know it took me ages to figure out flood fill on my own (although I don't know why exactly, it's pretty simple) but when someone explained to me a way more complex algorithm I got it right away.


    As far as school goes, you might learn that in college but other than that, you only need it for competitive things so it's not a part of the regular school program.
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  18. Post #298
    Gold Member
    Lexic's Avatar
    March 2009
    6,118 Posts
    We're comparing DFS, BFS and UCS (along with several different ways of defining the cost for UCS) by sending them along a tube map.
    I was just impressed at how bad DFS' route was. (Though it was interestingly nearly 10 times faster than all the others)
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  19. Post #299
    WhatTheEf's Avatar
    November 2010
    532 Posts
    Seriously?

    I'm in my last year of high school and in my software development class we don't even use arrays
    We did arrays in our first year and also recursion, bitwise operations and text files. The worst thing is that they used an old version of C++. Thinking about it, the stuff I've learned about programming was 85% self-taught.

    The manual is pretty helpful and I think that with a bit of hard work I'll get the hang of it eventually. Everything is just too math-intensive and that's a problem for me.
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  20. Post #300
    Gold Member
    Darwin226's Avatar
    January 2009
    4,031 Posts
    We're comparing DFS, BFS and UCS (along with several different ways of defining the cost for UCS) by sending them along a tube map.
    I was just impressed at how bad DFS' route was. (Though it was interestingly nearly 10 times faster than all the others)
    Do you terminate the search after the it first reaches the target? Because DFS can find shortest paths as well if you let it run the whole thing. It's as fast as BFS then.

    Edited:

    We did arrays in our first year.



    The manual is pretty helpful and I think that with a bit of hard work I'll get the hang of it eventually. Everything is just too math-intensive and that's a problem for me(thanks Khan Academy).
    There's hardly any math in graph theory. Maybe for calculating the algorihtms complexity but even that's a stretch.
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  21. Post #301
    Who needs a mouse?

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  22. Post #302
    I gave enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,389 Posts
    Getting forward with ASDTD, im getting bored of trying to make a good AI to New Lands.

    Though this image may not show much, there is still aLOT of new and awesome code beneath it. Such as a working tower system which includes two different turrets now, the Autogun and the Rocketbase, names tell everything. Making new towers is super easy.Towers can be placed on the map by calling one function and giving it the position where you want the tower to be at. There is also a fully working audio system, adding audio is as easy as potato. Just add sounds to a sound bank in XACT. Then save and the audio is in the game, waiting to be played.



    Im really proud of the new solutions i have come up with in certain situations, such the audio playing and tower management :)

    Also, im having problems with the path generation, so if someone kind would help me at the WDYNHW thread :) http://www.facepunch.com/threads/116...1#post34959623
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  23. Post #303
    Gold Member
    Lexic's Avatar
    March 2009
    6,118 Posts
    Do you terminate the search after the it first reaches the target? Because DFS can find shortest paths as well if you let it run the whole thing. It's as fast as BFS then.
    Yes. We're using the dumbest interpretations of the algorithms. Besides, running through the entire network would take ages. There are several thousand permutations and the lookup function we were given is somewhat inefficient.
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  24. Post #304
    Capsup's Avatar
    April 2007
    818 Posts
    Has anyone ever had any kind of experience with writing bots for video games?

    I'm interested in making a kind of bot that I can get to do whatever I'm interested in. I've got an idea for the AI part of it, but I kind of need help with how to access the game, do stuff in the games etc, all in the background preferably. I'm mostly interested in c++, but if anybody knows perhaps a tutorial or atleast something that will point me in the right direction, I'd be very grateful.
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  25. Post #305
    Kamshak's Avatar
    July 2008
    408 Posts
    Has anyone ever had any kind of experience with writing bots for video games?

    I'm interested in making a kind of bot that I can get to do whatever I'm interested in. I've got an idea for the AI part of it, but I kind of need help with how to access the game, do stuff in the games etc, all in the background preferably. I'm mostly interested in c++, but if anybody knows perhaps a tutorial or atleast something that will point me in the right direction, I'd be very grateful.
    You'll want to find where the game stores the monsters and their position, hp etc, make a module which you inject into the game and that sends the input you generate.
    For starting you need to get familiar with game hacking, i recommend an easy fps(call of duty or battlefield) to get familiar with the techniques(such as different ways of hooking, ac bypass, finding offsets etc.)
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  26. Post #306
    Gold Member
    ThePuska's Avatar
    October 2005
    3,408 Posts
    Writing entirely autonomous bots can get harder depending on how complex the game mechanics are. Interacting with a 3D environment, for example, is probably going to require that you use the game's own methods for visibility/collision checking and pathfinding. On the other hand really simple games like Guitar Hero offer no challenge at all.
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  27. Post #307
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    I think the most beginner friendly games to bot in are those web mob games. They are usually based on a lot of repeated behaviour and you can easily automate that. They have the added advantage of being easy to interact with.
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  28. Post #308
    Andrew McWatters
    Dennab
    March 2011
    4,658 Posts
    Just wanted to say that this is normal for some console controllers. Why, I'm not sure, but joysticks for the PC don't seem to have the issue as much (or at all) because they're designed to be used against all sorts of situations, whereas console joysticks have been designed in locked conditions to their own console and for the most part, they're not expected to be used elsewhere.

    This requires programmers for consoles to actually interpret input differently than what's provided raw by the hardware. It's sorta lame, but if you think about how most all of the controllers are going to behave the same way, it does only require you to reinterpret input once.

    To put this in perspective you guys remember the old Dreamcast controllers?



    Yeah, these had joysticks that were actually off by a very specific degree if you pushed forward completely straight. As a result, input had to be interpreted differently somewhere along the line, but today, some emulators for this system don't actually take care of that. Every game you play where you have to move forward for an extended amount of time, you notice fast that you've moving maybe 3-5 degrees off your target path unless the developer took the time to straighten that out.
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  29. Post #309
    Capsup's Avatar
    April 2007
    818 Posts
    You'll want to find where the game stores the monsters and their position, hp etc, make a module which you inject into the game and that sends the input you generate.
    For starting you need to get familiar with game hacking, i recommend an easy fps(call of duty or battlefield) to get familiar with the techniques(such as different ways of hooking, ac bypass, finding offsets etc.)
    Yeah, I guessed as much. Are any of the languages more suitable for something like this, or should I just go with what I know the best?


    Writing entirely autonomous bots can get harder depending on how complex the game mechanics are. Interacting with a 3D environment, for example, is probably going to require that you use the game's own methods for visibility/collision checking and pathfinding. On the other hand really simple games like Guitar Hero offer no challenge at all.
    I'm a huge fan of AI and has been working with it a bit which is also why I want to try and use that knowledge for something that I actually need myself.


    I think the most beginner friendly games to bot in are those web mob games. They are usually based on a lot of repeated behaviour and you can easily automate that. They have the added advantage of being easy to interact with.
    Something such as this?


    EDIT:

    Any pointers as to where to start specifically? Say I follow Overv's suggestion and start with one of those. How do I figure out what to press, etc? As I assume it's not the as easy as just using PostMessage or SendInput to press the buttons you'd press yourself in a normal game... Or is it?
    I'm totally new to something such as this, so far I've been working on making my own games, not interfering with other's.

    You'll want to find where the game stores the monsters and their position, hp etc, make a module which you inject into the game and that sends the input you generate.
    Also this, where do I read something about this? Again, I've never ever done anything like this so I'm completely stomped as to where to start.
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  30. Post #310
    AtomiCasd's Avatar
    June 2011
    588 Posts
    You could also read the screen as an input, process that and generate keyboard/mouse output.

    Which is the hardest bot to detect.
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  31. Post #311
    Zyx
    Guest 3855 is lost and can't find the park exit
    Zyx's Avatar
    February 2005
    2,816 Posts

    Minimap at 6x size! I bet you can't guess what the colored dots are for.
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  32. Post #312

    Minimap at 6x size! I bet you can't guess what the colored dots are for.
    Entities
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  33. Post #313
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    I was thinking, isn't it possible to make your own graphics library much like OpenGL and DirectX using the OpenCL API? You have access to the generic computing capabilities of the CPU GPU, so technically you could implement your own rasterizer.
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  34. Post #314

    August 2011
    192 Posts
    I was thinking, isn't it possible to make your own graphics library much like OpenGL and DirectX using the OpenCL API? You have access to the generic computing capabilities of the CPU, so technically you could implement your own rasterizer.
    is it possible to write onto the graphic buffer with OpenCL?
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  35. Post #315
    T3hGamerDK's Avatar
    January 2011
    2,551 Posts
    I was thinking, isn't it possible to make your own graphics library much like OpenGL and DirectX using the OpenCL API? You have access to the generic computing capabilities of the CPU, so technically you could implement your own rasterizer.
    It's also possible to write your own graphics library without even using the OpenCL API, although it's going to be a bit more difficult.
    But sure, that certainly is possible.
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  36. Post #316
    Crescent fresh
    Perl's Avatar
    January 2011
    966 Posts
    I was thinking, isn't it possible to make your own graphics library much like OpenGL and DirectX using the OpenCL API? You have access to the generic computing capabilities of the CPU, so technically you could implement your own rasterizer.
    Brilliant.
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  37. Post #317
    Gold Member
    Robber's Avatar
    January 2006
    6,035 Posts
    I was thinking, isn't it possible to make your own graphics library much like OpenGL and DirectX using the OpenCL API? You have access to the generic computing capabilities of the CPU, so technically you could implement your own rasterizer.
    But you wouldn't have access to features implemented in hardware and it would be a lot slower.
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  38. Post #318
    calzoneman's Avatar
    February 2008
    460 Posts
    I was thinking, isn't it possible to make your own graphics library much like OpenGL and DirectX using the OpenCL API? You have access to the generic computing capabilities of the CPU, so technically you could implement your own rasterizer.
    Wouldn't rendering on the CPU be hideously slow?

    EDIT: Ninjas
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  39. Post #319
    Wyzard's Avatar
    June 2008
    1,243 Posts
    I was thinking, isn't it possible to make your own graphics library much like OpenGL and DirectX using the OpenCL API?
    Absolutely, and it could be an interesting and educational project. But a graphics card probably has special-purpose hardware for accelerating certain operations, like texture interpolation, which aren't exposed in OpenCL. So your implementation would be a bit slower.

    Edited:

    Wouldn't rendering on the CPU be hideously slow?
    He's talking about rendering on the GPU, using OpenCL.
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  40. Post #320
    dajoh's Avatar
    March 2011
    625 Posts
    I was thinking, isn't it possible to make your own graphics library much like OpenGL and DirectX using the OpenCL API? You have access to the generic computing capabilities of the CPU, so technically you could implement your own rasterizer.
    How are you going to do things like vsync?
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