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Doh004 posted:I don't understand anything about what you've just posted. I'm losing weight just looking at those images. http://en.wikipedia.org/wiki/ECA_stack
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# ? Nov 28, 2011 22:53 |
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# ? May 9, 2024 07:47 |
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Doh004 posted:I don't understand anything about what you've just posted. yep, sorry, I was in a bit of a weird state of mind when I posted that (and coded it). It's a web service written in Ruby with Sinatra which takes requests to run elementary cellular automata over HTTP and spits back either a PNG, JSON, or ASCII-art representation of the automaton. I'm not really bringing anything new to the table, cellular automata are just really neat (Conway's Game of Life is a more complex example with two-dimensional state) and the elementary types are easy enough for me to get my head around them. By the way, Rule 110 (which is the rule that generated the image in my earlier post) is especially cool because it's Turing complete and could produce the result of an arbitrary calculation in principle edit: I also may be confusing because I think I'm importing some non-standard terminology from my past life as a bad computational chemist, things like referring to an automaton's "trajectory" Deus Rex fucked around with this message at 07:28 on Nov 29, 2011 |
# ? Nov 29, 2011 07:09 |
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Since you don't have a Procfile, your app is probably running on webrick instead of thin on cedar, even though you have it in your gemfile. See: http://devcenter.heroku.com/articles/procfile You want something like web: bundle exec thin start -p $PORT
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# ? Nov 29, 2011 09:23 |
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Deus Rex posted:yep, sorry, I was in a bit of a weird state of mind when I posted that (and coded it). It's a web service written in Ruby with Sinatra which takes requests to run elementary cellular automata over HTTP and spits back either a PNG, JSON, or ASCII-art representation of the automaton. I'm not really bringing anything new to the table, cellular automata are just really neat (Conway's Game of Life is a more complex example with two-dimensional state) and the elementary types are easy enough for me to get my head around them. By the way, Rule 110 (which is the rule that generated the image in my earlier post) is especially cool because it's Turing complete and could produce the result of an arbitrary calculation in principle Don't worry, it wasn't meant as a slight or anything. It just sounds really smart and way over my head
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# ? Nov 29, 2011 18:59 |
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This is a multithreaded echo server running with an epoll loop on each thread.
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# ? Dec 4, 2011 14:18 |
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shrughes posted:This is a multithreaded echo server running with an epoll loop on each thread. Dude, props for using Dvorak!
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# ? Dec 4, 2011 19:14 |
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My html5/canvas 3D port of Conway's Game Of Life. It still needs things like... interaction... and stuff like that. Anyway, you can see it's current state here: http://gameoflife.samuellevy.com/
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# ? Dec 5, 2011 00:54 |
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shrughes posted:This is a multithreaded echo server running with an epoll loop on each thread.
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# ? Dec 5, 2011 03:02 |
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ImDifferent posted:How does the multi-threading figure in? I take it you're not creating a thread per connection - otherwise you wouldn't be that much better off than just using blocking sockets. There are a fixed number of threads (probably the number of cores or twice that number) and connections are assigned randomly to a thread. This is completely going to bottleneck on the network connection, even if you ran it on one CPU, of course.
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# ? Dec 5, 2011 03:21 |
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shrughes posted:There are a fixed number of threads (probably the number of cores or twice that number) and connections are assigned randomly to a thread. Cool cool.
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# ? Dec 5, 2011 03:37 |
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shrughes posted:There are a fixed number of threads (probably the number of cores or twice that number) and connections are assigned randomly to a thread. Have you considered running in kernel space instead? It seems kind of silly to suffer so much latency due to the network stack and context switches and the like.
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# ? Dec 5, 2011 09:34 |
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Markov Chain Chomp posted:Have you considered running in kernel space instead? It seems kind of silly to suffer so much latency due to the network stack and context switches and the like. No. I am not actually interested in making the most optimized echo server.
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# ? Dec 5, 2011 09:35 |
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shrughes posted:No. I am not actually interested in making the most optimized echo server. I feel as though I've been deceived.
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# ? Dec 5, 2011 09:38 |
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Markov Chain Chomp posted:I feel as though I've been deceived. Go program your FPGA an echo server.
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# ? Dec 5, 2011 09:43 |
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shrughes posted:Go program your FPGA an echo server. Actually, I won't, because echo servers are dumb.
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# ? Dec 5, 2011 10:52 |
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Markov Chain Chomp posted:Actually, I won't, because echo servers are dumb. Quote of the Day servers, on the other hand...
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# ? Dec 5, 2011 14:47 |
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In the spirit of servers, I started working on adding multiplayer support to my game. My little server. My 2 little test players (me on 2 different machines). I've never done multiplayer work before and now that I'm into it, I feel like this should've been one of the first things I did. A lot of the work is going to have to be offloaded to the server, so I'm wondering if I should have single player also launch a small local server so I'm not duplicating code between client and server. When the player launches in single player, they would just the only person on their server. When they get to the multiplayer stage of the game, the server can start allowing connections in. I don't know. Either way, it's fun to program.
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# ? Dec 5, 2011 18:23 |
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100% yes to having single-player be local-only multiplayer. It's so annoying in a game to start single-player and then go "sorry friend, you can't join me because I didn't tick the 'multiplayer' checkbox when I started this game last week".
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# ? Dec 5, 2011 18:32 |
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The concept of how I want to make multiplayer in my game also leans me in that direction. When the player gets to the 'multiplayer' stage (after they've terraformed the asteroid they're on, have built a successful base that can defend itself and have a good air seal), they can create 'portals'. Each portal can dial into another server and will allow people to come into your personal world while you're playing (if you keep it turned on). So ya, the single-player = local-multiplayer idea is more appealing. I just wish I would've done that from the beginning instead of building most of the game out first and then switching to it.
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# ? Dec 5, 2011 18:52 |
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Getting very, very close to the release of my next app for iPad. Some action shots: and of course, 219.theme:
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# ? Dec 5, 2011 19:11 |
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lord funk posted:Getting very, very close to the release of my next app for iPad. Some action shots: That is pretty sweet, but what does it do?
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# ? Dec 5, 2011 20:34 |
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Cowcatcher posted:That is pretty sweet, but what does it do? What does this look like? "Post explanations of stuff you're working on"?
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# ? Dec 5, 2011 20:44 |
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Cowcatcher posted:That is pretty sweet, but what does it do? It's a multi-touch synthesizer. You're looking at the data display for all the controllers generated by touching the screen. In the third shot you can see the five touches splayed out, with distances and angles drawn in. These shots have all the bells & whistles turned on - normally it only shows which controllers are currently active for the patch you're playing. More info soon - I'm sooooo close to releasing it. Just wanted to post in this thread while it's still 'in progress.'
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# ? Dec 5, 2011 22:48 |
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I live in Los Angeles without a car, so I'm almost totally reliant on the public transit system. Finding Metro-accessible things to do, doctors, restaurants, etc. on sites like Yelp, Google Maps, FourSquare, etc. was a horrible crapshoot, so I made an app which will do it for me! yumMetro Twitter Bootstrap kicks serious rear end, especially since I'm an awful designer but hate to use ugly sites. I would have loved to keep this closed-source and try to (seriously) monetize it but I need to be able to show off the source to prospective employers. It's actually still pretty inconvenient to use (search for 'butts' near every blue line station? good luck with that) but I have some ideas to work on to make it much more awesome . In fact, right now, you can pretty much do everything on Yelp! already (search for 'butts' near 'wilshire / western station, CA') Deus Rex fucked around with this message at 23:14 on Dec 5, 2011 |
# ? Dec 5, 2011 23:11 |
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dangerz posted:In the spirit of servers, I started working on adding multiplayer support to my game. You and your blog inspired me to try my hand at writing a little game using XNA. This is what I've managed so far: https://www.youtube.com/watch?v=PNqrahhTgyc I'm fairly new to programming in general, so it's been tough but enjoyable! I'm trying to sort out the collision detection right now, you can see from that video that it's not working so great. Each time the character passes in between two tiles it levitates up by one pixel or so which is pretty annoying. I feel I need to get this movement/collision stuff working properly before I can move on to more interesting parts of the game. Stiggs fucked around with this message at 00:13 on Dec 6, 2011 |
# ? Dec 6, 2011 00:07 |
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Stiggs posted:I'm fairly new to programming in general, so it's been tough but enjoyable! I'm trying to sort out the collision detection right now, you can see from that video that it's not working so great. Each time the character passes in between two tiles it levitates up by one pixel or so which is pretty annoying. I feel I need to get this movement/collision stuff working properly before I can move on to more interesting parts of the game. Collision detection is always tough. Just eyeballing it I'd guess that you are checking to see if the character collides with a solid box below, and if so you're moving the character up one pixel. Then when the character transitions between two solid boxes you're getting two collision hits - one from the left box and one from the right box - in one frame and moving the character up twice. Up twice due to collisions, down once due to gravity and you get hovering or bouncing. FYI, we have a game programming thread you might want to check out. There are lots of people there who can help out with this kind of thing.
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# ? Dec 6, 2011 01:24 |
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PDP-1 posted:Collision detection is always tough. Just eyeballing it I'd guess that you are checking to see if the character collides with a solid box below, and if so you're moving the character up one pixel. Then when the character transitions between two solid boxes you're getting two collision hits - one from the left box and one from the right box - in one frame and moving the character up twice. Up twice due to collisions, down once due to gravity and you get hovering or bouncing. I think you're exactly right. I have a feeling I'll be posting in that thread pretty soon if I can't fix this by myself. Thanks!
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# ? Dec 6, 2011 01:59 |
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Stiggs posted:You and your blog inspired me to try my hand at writing a little game using XNA.
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# ? Dec 6, 2011 02:21 |
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dangerz posted:So ya, the single-player = local-multiplayer idea is more appealing. I just wish I would've done that from the beginning instead of building most of the game out first and then switching to it. This is the same thing that happened to Notch (although he couldn't fix it and ended up just making singleplayer and multiplayer seperate (BAD IDEA)), and is the reason why mods for the game either work in single player, or multiplayer, not both. This is pretty much the first thing you want to do if you even have the thought of multiplayer in mind!
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# ? Dec 6, 2011 04:06 |
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Tw1tchy posted:This is the same thing that happened to Notch (although he couldn't fix it and ended up just making singleplayer and multiplayer seperate (BAD IDEA)), and is the reason why mods for the game either work in single player, or multiplayer, not both. This is pretty much the first thing you want to do if you even have the thought of multiplayer in mind!
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# ? Dec 6, 2011 04:37 |
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dangerz posted:Do you have a dev log? If not, you should start one. It's neat to look back and see your progress throughout the months. That sounds like a good idea, I'll look into setting something up.
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# ? Dec 6, 2011 16:16 |
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If you're going to add multiplayer for serious thing, do it properly and not like Terraria's horrible poo poo. Vulnerable to denial of service and running every core 100% plus mem leaking from a single telnet client, trusting client for everything including attributes like "can this thing explode" = expected results on every public server. Oh, and the (windows only binary)
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# ? Dec 6, 2011 17:27 |
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Biowarfare posted:If you're going to add multiplayer for serious thing, do it properly and not like Terraria's horrible poo poo. The server is written in generic c# and MonoGame, so I can build for Windows/Linux/Mac. It will not require a GPU at all and almost all of the game update work will be done on the server. The client will only be a graphical representation of the status of the server. Even when you're in single player, the server will be launched locally but it'll allow only you to join it. Anyway, I don't want to keep hijacking this thread so here's a screenshot of the calm before the storm: The server now has all of the in-game objects and managers built in. It doesn't throw any errors (although there are lots of warnings), so now I need to integrate all of the manager's update() methods, form the packets for each individual player and start sending them out.
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# ? Dec 7, 2011 02:29 |
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Biowarfare posted:If you're going to add multiplayer for serious thing, do it properly and not like Terraria's horrible poo poo. On the upside it isn't obfuscated and as far as I can tell the devs give no real fucks about the reverse-engineered dedicated server mods. On the downside the code is so bad that both teams creating dedicated server mods are considering quitting.
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# ? Dec 7, 2011 03:19 |
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It generates theft-resistant passwords using the Pwdhash algorithm. Simple. Free on the Mac App Store. Runs on 32-bit Snow Leopard and up.
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# ? Dec 7, 2011 05:36 |
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Yeah, yeah, babby's first raytracer, but I wrote the core in python and then turned the matrix math into a C module (making it about 10x faster), so it's a learning experience for multiple reasons. UraniumAnchor fucked around with this message at 09:51 on Dec 7, 2011 |
# ? Dec 7, 2011 09:46 |
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UraniumAnchor posted:Yeah, yeah, babby's first raytracer, but I wrote the core in python and then turned the matrix math into a C module (making it about 10x faster), so it's a learning experience for multiple reasons. What sort of render times are you getting for the teapot scene? If you're brute-forcing the intersection tests (i.e. testing each ray for intersection with each polygon), you should look into bounding volume hierarchies or k-d trees. They make a huge difference in scenes with more than a few polygons/primitives.
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# ? Dec 7, 2011 14:14 |
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It's using a sphere tree. The teapot takes about 15 minutes, most of which is taken up in sphere-ray intersections, because that part's still in python.
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# ? Dec 7, 2011 18:00 |
Finally made my tileset editor usable. I love sprite games and there are a bunch of good options for map editors (like Tiled), but very few for tileset editors. Pixothello was awesome, but it ran like poo poo on my machine and couldn't import/export png.
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# ? Dec 8, 2011 09:05 |
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# ? May 9, 2024 07:47 |
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UraniumAnchor posted:Yeah, yeah, babby's first raytracer, but I wrote the core in python and then turned the matrix math into a C module (making it about 10x faster), so it's a learning experience for multiple reasons. Finally got the k-d tree working yesterday, so I implemented triangle meshes today. Total render time, about 20 seconds (with 8 cores) with the k-d tree on and (judging by how slow it is when I run it) about 2 hours with them off. It also uses an embedded Lua interpreter with bindings to my scene objects instead of parsing scene files so I can do things like generate geometry on the fly (see: the ring of spheres).
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# ? Dec 8, 2011 12:43 |