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From: Tiberius D. <tib...@me...> - 2002-08-12 11:36:48
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sorry |
From: Leonard M. <le...@ma...> - 2002-08-12 03:25:10
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Here is a simple implementation of a greedy algorithm to solve this problem. It works pretty well, and it can handle concave polygons and polygons with holes (although this implementation uses an input format that can't define holes) LFC1 is used for the GUI (but I attached the .exe files as well), or you can compile minimal.cpp for a console version. Inside the attached archive are 3 input examples (the format is pretty strait forward -- first line contains the number of points, the next lines contains polygon nodes in trigonometric order -- not that there is no validation in this version, you'll need to supply a valid input) This implementation is flexible enough to accommodate variations, here are some ideas for future improvements: - use a better algorithm (some ideas: dynamic programming, A*, genetic algorithms) - allow polygon editing/saving using the GUI - create generators for test polygons Good luck, Lemo. |
From: Daniel S. <dse...@ho...> - 2002-08-10 20:57:46
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One more thing: the algorithm must support holes in the polygon/volume. |
From: Daniel S. <dse...@ho...> - 2002-08-10 20:42:12
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Although this is an RPG, not an RTS, I still like this guys ideas :-). Below is a brief design document. The game is being developed by me alone at the moment. I am finishing up the Isometric interface. After this I plan to design and program the seed generator (Grows/Places plants on the game map). Email me or visit my group for more information: Email: jon...@te... http://groups.yahoo.com/group/EternalLightDevelopment Eternal Light is the name right now. Named after the Eternals, the children of light that the NPCs of this soon-to-be world will name. There will be blue markings on their forehead, symbolising their divine nature. These babiess, The Eternals, will be the players. We will be the eternals. But our world, in theirs, will be just as limited as ours in the real. We play in their world, tho Eternals, we cannot make fire from water without the know-how of a thousand men. No matter how you look at it, this project is monumental in scope. It is my first. I look at it like this-> It is a work of art. It is a book waiting to be written. If we can complete even a fraction of it, it will succeed. I prize variance and depth over clarity. Novelty over name. I believe the brain can be fooled simply by creating atmosphere. How many times have you been afraid at night, but never been able to see the silent, invisible assailant? The one that hides patiently under your bed, or cowers beneath the tree outside your window. Atmosphere is all too important, without it no amount of media will make this game succeed. If it comes today, tomorrow or never, atleast we dreamed it. To this end, we have succeeded. Design? It is my dream, and I know it will happen. Design? Ask God, but I doubt he will say anything more than we have. Right now I'm concerned with the engine itself. GFX matter much less to me. Although we will be working on the Tile Interface to imrove its image, our primary goal is to breathe life into the NPCs. Their AI will largely be community based. Like Ants, they will group together and be a force to contend with. Hmm, this is hard because I want to get back to programming this. I will try to take time out and explain. Things project will highlight: A Weather System This system could be compicated or simple. I'd prefer whichever is most effective in terms of time spent and reward. For instance, we could represent a storm with a simple RECT or CRECT. Or it could be an object, to encompass the various functions(pMap[][]). There will be main regions as well. These collect data over a period of time. The storms that pass through the game world will update these regions. Such things as -> Amount of moisture, proximity to sources of minerals, proximity to humans/players. A Complex Plant/Crop system The regions mentioned above, an element of weather, will greatly affect plantlife. Plants/Crops that fall within a region will retreive the corresponding data to determine such things as-> Rate of Growth, Yield. Seeds will carry a memory of previous generations. At the moment I'm considering storing plants in a binary varialbe. For instance (This is from a few days ago. Regions make some of the data herein void. However, this will all be changed as a result of further study): //Bit 0 = Planted or Wild //Bit 1 = Blessed if 1, Normal if 0 (Yes, the religious help!) //Bits 2 to 5 (16 maximum) = Moisture Content //Bits 6 to 10 (16 maximum) = Mineral Content //Bits 11 to 14 (16 maximum) = Sunlight Exposure //Bits 15 - 19 (16 maximum) = Growth (At maximum, stops growing/expanding) //Bits 20 - 23 (16 maximum) = Height (If grows too high, can affect nearby plants) //Bits 24 - 25 (3 possible IDs) = Affinity (Grows better near this Abstract Type).. People/Animal, Isolation (Hard to find), Other (A substance dispelled by forces unknown).. remember that seeds will have memories of this affinity (hehe, think about it!) //Bits 26 - 31 (64 maximum) = Yield (Number of crops) Understand, in large part, this system is undefined currently; needs work. However, with work it will shape up to be a very intriguing element of this project. Villages will guard gardens with their life. Poisons and cures will be found in bloom. NPCs will hunt out rare seeds in the expanse of wilderness. Players will do the same. Players will garner the knowledge they need from NPC farmers. If players choose not to be social, they can discover how to farm by chance. However, since there will be 100's of varieties of plants, and many conditions to follow, you can understand that most players will seek out NPCs with native farming skills. In this game, I plan to make plants a critical element of survival Skill system NPCs will be born with native talent. Though their skillsets in many cases are learned, all of them will be gifted with one or more talents. Those with many will be Lords of great worship and fame. They will be easy to notice because most often they will take leading roles in social, economic, and many other forms of village life. Players, on the other hand, are mostly in this world alone. Players will not be given native talent. I plan to use the native talents of each Player, to suite their role. So instead of coding the CPU to handle huge player skillsets, I will simply force players to be knowledge driven. Where in UO a 99 in a given skill might give you a polished product, in this game its what you know that brings you cold hard cash. In contrast, combat skills, a game-world derivative (Limited to Game World Mechanics), will be gained through grouping. When a player groups with said NPC (Dungeon Crawler, famed Guard, Huntsmen, Theif, Dragon Slayer), he/she gains the skills needed to be a great swordplayer (A corresponding risk when they group with high- grade NPCs A risk of death will make many weary of such endeavours). These types of GameWorld skills will be skillset based (Number based). However, these types of skills degrade over time if players choose not to use them. So, although number based such as UO skills, they degrade with non-use. Hopefully, this gives you a faint idea of what I am planning for this game. If you join my team, plan for an immense amount of item creation. Items/materials will be key to the success of this project. We will combat websites/books/cheats/hints by simply adding a detailed item creation interface. So although many players may use websites to create items, the materials/etc they require will still amount to good old GameWorld mechanics. Those players who choose to play by the Game, will find rewards measured only through esoteric abstracts (Atleast we hope). Over time, the Skill system will OBVIOUSLy change. I am simply conveying to you where I like to go with such issues. I like to make a lot with few resources. Much like a Tile system.. where a few tiles can represent a world.. that is how our interface will function. Death system/Family system I will attempt to implement a permanent death system. Why? Because I'm seeking to give more meaning to the world. Players, many, come to play for Hack/Slash. It is my goal to make this game community based. I want to spread love, rather than greed. How? Care. For instance, I want to implement a Funeral System into the game. When a player/npc dies, a funeral actually rewards skill/reputation/etc. So attending funerals and other social events will be in your best interest. I want to make this a game where people come on to say hello to their freinds, rather than come on to hack/slash. I also want to allow players to play without actually being present. How? I am unsure at this time. But many people cannot play all day and acheive great wealth. It is these people I will attempt to please the most. They need it. The game will still be a power-gamers heaven, but because of the NPC system in place things will change. For instance, it will be more about the system a player has created.. more than what each component comprises it. It is the whole of a system that matters most. No longer will players be able to play alone and acheive massive wealth. IN this game it is your reputation among NPCs that gives you strength. Those who do it alone will find themselves alone... wihtut protectiojn when an invading party of thiefs raids their garden/wives/etc. Understand that the systems I am contemplating right now are much into the future. We have to first code the engine to allow this. NPCs are paramount, they must be coded successfully. They're the game. Environment/Graphical Interface For the moment the game is Tile-Based, 2d overhead. Down the line I want to implement an indoor graphical interface. When a player enters said building/lair/keep/etc, they enter another environemnt. This other environment will be a step beyond the outside environemnt. Why? Because, again, I'm trying to support "communiites". In my mind, I view a home/castle/theater/etc as more of a community. I want to allow players to commune in their own homes.. sit down.. with their friends.. and chit chat. I also want to allow customes to alter the inside of their homes.. perhaps with their own custom look... but some of the custom looks will cost them.. but to many the price doesn't matter (tho it will be low..). Get where I'm heading with this? I'm trying to drive the game "home". This presents a sense of "belonging". Once this sense is achieved, tho difficult, players will WANT to protect their village. They will remember all th things they've done.. all the personal things.. and they won't want to lose that. Since perma- death will be possible in the game (tho this is still not 100%.. it may only be a "chance".. the "Other" may sometimes allow players to live). A 3d interface may be considered if this game succeeds single player/multiplayer. But only then will I consider a more complex graphical interface. However, I may veer towards isometric if the project moves ahead well. I plan to implement day/night cycles. Not sure how. Other/OtherLord/Entity/Eve/Mother/Overseer/It/The Animate/The Exalted/The Loved/Eyes in Heaven Though the name will never be known outside this project, there will be a "non-existent" entity in the game. Many players will rumor that it exists, but none will know. We, the programmers, must NEVER release ANY details about how this entity performs its functions.. about where it goes with them.. and how far its willing to go to make ends meet. This entity will add mystery to the world, open some eyes, close others. How it is coded will be determined later, but I know inside my heart that it will be done. For the sake of the players. To the NPCs, the other is a nothing. They will believe in Gods, and attribute its presence to a religion. Players, on hte other hand, will not be so convinced. That is why we must keep our mouth shut. This will make the world a bigger place, and we want to keep it that way. This keeps the money coming in, so we can make the game even better. Sound This is an area I highly praise. I want vairied and relevant sounds to fill every corner of the world. A big job? Depends how difficult the sound programming is. Everything from a coyote howling, to leaves blowing, to raindrops on the grass, to crickets in the night, we will try to give life. Where we have to cut corners to make ends meet we will. But one thing is sure, if we have to revert to 8bit sounds from your fathers beer gutt to cover the full range of animates, we will. |
From: Daniel S. <dse...@ho...> - 2002-08-10 20:18:36
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I'm glad to see that many people are trying to find a good algorithm for map optimization. We'll choose the best solution speed vs optimality. The more options to choose from, the better. As you all know, the problem is really 3D, not 2D. So it would be great if you would make a small implementation directly for the 3D problem. If not possible, it would be a good idea to make, at least, a crude estimation of the complexity for both the 2D solution, as well as for the 3D one. Other issues: - keep in mind that polynomial complexities of n^3 or n^4 are often encountered for such problems (2D). The speed is not so crucial, as, for now, this will be a pre-processing step. The problem gets complicated in the dynamic case, when removing chunks from the surface/volume. Some kind of optimization must be found in that case (local solution?). - Leo once asked me if I want the minimum number of rects or a number close to the minimum. I now realize that that is a good question. It would be interesting to see a chart representing speed vs optimality. It may be more convenient to choose a solution that is not perfect, but has a good gain in speed. Any other thoughts? Dany. |
From: Daniel S. <dse...@ho...> - 2002-08-10 20:17:53
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Is this thing on?! |