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Ran across why the lucky stiff's github code repo, and found his Shoes graphic API project. Decided to wrap my current Go related project with it. Very slick and easy to use.
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# ¿ Feb 13, 2009 04:25 |
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# ¿ May 19, 2024 21:58 |
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Zakalwe posted:Very interesting project. I've heard that group identification and determining if a group is alive is a pretty difficult problem. Yeah, group tracking was an interesting problem to tackle. You have to check liberties of groups, check if it's a suicide move, merge existing groups, etc. I added the colorization option so I could identify that it was behaving correctly. Trying to debug from a console can be too much of a pain sometimes. As for the above game. Black captured 3 stones, is that what you mean? The game itself was an even match I just finished today on the Dragon Go Server. Lost by 10.5, sigh.
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# ¿ Feb 13, 2009 07:37 |
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Inquisitus posted:Looks interesting. You've inspired me to start my own Go project; I've been working on it all day This is one of several stand alone Go relaed projects, although I haven't worked on it since posting that screenshot. I just released the Ruby SGF parser as an open source project this week, but I haven't tested all cases yet (and stuff like node branching doesn't work at all). Check http://kantan-sgf.rubyforge.org/ if you are interested. As for group tracking: It was more complicated than I originally thought, but my algorithm seems to work well. I used the Shoes interface to visually verify that it was working as I thought, since console and/or text output was a pain to debug in this case. I read a little about how GnuGo handles groups in the past, then created my own version based on how I thought it'd work out. I have a high level GroupTracker object, and a lower level StoneString object. The Board object receives moves from the players and does a pre-check with the GroupTracker to see if the move is a suicide (assuming "no suicide" is flagged). It then checks if the move is adjacent to a verticle/horizontal stone/group of the same color, which are tracked by StoneStrings. If nothing is adjacent, it registers a new StoneString at that point along with it's open liberties. If something is adjacent, it adds the stone to the existing StoneString and merges the liberties. Finally, if it connects two groups it merges the groups and their respective liberties together. If a group has it's last liberty removed by the opposite color, the StoneString is deleted and the number of prisoners is returned.
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# ¿ Mar 5, 2009 08:01 |
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My latest project: OpenTNL + TCOD. I finally got the clients ghosting today! I can happily WSAD my little named @'s around the screen, and chat. This is only the beginning of a very long road. Edit: Supplied links to libraries. Azazel fucked around with this message at 08:32 on Mar 27, 2009 |
# ¿ Mar 27, 2009 08:18 |
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Boner Wad posted:What's the little red lock looking circle thing in the upper right corner of your menu bar? http://www.viscosityvpn.com/
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# ¿ Mar 28, 2009 02:39 |
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NoDamage posted:Crossposting from the iPad Apps & Games thread. I ended up writing a recipe manager for the iPad after not finding any that I liked. Wow, that is extremely slick and professional looking. Very well done.
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# ¿ Sep 2, 2010 05:23 |
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My space survival / defense game I am developing. Should be release ready for both Android and iPhone sometime next month.
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# ¿ Jan 14, 2012 09:46 |
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Foiltha posted:How are you handling simultaneous development for both platforms? Are you using something like Unity? Yeah, I am using Unity3d with Sprite Manager 2.
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# ¿ Jan 14, 2012 10:33 |
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jarito posted:I'm not a big PHP guy, but it seems that people that are doing real PHP development are using a framework like CakePHP. Ugh. While your intentions might be true, I'll echo other sentiments and point out that this is a horrible framework. If you just want to bang out a small 10 user app in a half day then it'll be fine, but if you care anything about performance stay the gently caress away from it. If you absolutely have to use a PHP framework (vs. another language or no framework) and performance is critical I'd actually suggest the Yii framework, which is decent to work with and one of the most performant PHP frameworks out there. Keep in mind I absolute loathe PHP, and think it's a horrible pieced together hack of a language. The only reason I am throwing this information around is because over here in Japan every web/social game company that exists uses the standard LAMP stack "because Yahoo does", and I have yet to meet any company in this realm that uses a web language outside of PHP or Perl. Put CakePHP at the bottom of your potential PHP framework lists, and do everyone else a favor and tell them the same. Edit: I should add that it was "suggested" to me on one of the social games I was lead on that we use CakePHP. I wasted so much time trying to make that stupid framework performant it drives me into a blind rage. You can always scale your servers out, but to achieve the same benchmarks as raw PHP you need roughly 2-4'x more servers in your cluster. It's ridiculous. Azazel fucked around with this message at 02:02 on May 8, 2012 |
# ¿ May 8, 2012 01:56 |
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Deus Rex posted:wait… are you saying in Japan nobody uses Ruby for web programming? As far as I am aware. Surely there's edge cases, I've met my Japanese clone and he's a Ruby fanatic himself. But every place I've worked at or visited was very resistant to using anything but PHP. I did write a small smartphone score API in Ruby, but then the company buckled before the system went live
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# ¿ May 8, 2012 05:20 |
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MononcQc posted:I've posted screenshots of a few Erlang projects and metrics I had before in here, and some of you may have been aware I was working on a book for the last few 3 or 4 years. drat, I had no idea that was written by someone here. Congratulations on the official release.
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# ¿ Jan 11, 2013 03:55 |
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Mug posted:I'm just gonna straight-up crosspost this from the Making Games Megathread because I know some people in here have been paying attention to what I've been working on as well. Absolutely brilliant. Keep up the great work, I'm sure a lot of us would love to give it a try.
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# ¿ Apr 2, 2013 09:38 |
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SupSuper posted:All my games run on glorious Arial. Despite the amount of free fonts out there, finding the right one and getting it to fit and look right is a nightmare. Specially when you find one that is 99% what you want but it's got a few peculiarities that just ruin it. That's the truth. Bought a 10k font pack last year for cheap, and couldn't for the life of me find one that worked. gently caress it, Arial for life.
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# ¿ Apr 21, 2013 15:31 |
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ambushsabre posted:I wrote a one liner to tell me how many twitter followers I have whenever I start a terminal, without having to use the lovely twitter api: I like your motd there. Could you post a snippet somewhere for that? Edit: Ah, a tool called "archey" with the -c option for colors. Got it. Azazel fucked around with this message at 07:02 on May 18, 2014 |
# ¿ May 18, 2014 05:18 |
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I can't take credit for the client programming and programmer art (I'm the server programmer/infrastructure guy), but my good buddy has been making a lot of progress on our game "Slammers". Eventually this art will get swapped out by our professional Japanese artist who is helping us during her free time. Physics based billiards-like monster smashing dungeon crawl!
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# ¿ Jun 19, 2014 09:56 |
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Sorry, not a screenshot, but here's a video of my game in action: https://www.youtube.com/watch?v=W6oBrkVtR1c Still about 2+ months of development to go before release.
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# ¿ Nov 21, 2014 02:31 |
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The game my buddy and I have been working on is officially released! So happy. https://itunes.apple.com/us/app/dungeon-slammers-drop/id962292082?ls=1&mt=8
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# ¿ Mar 7, 2015 11:49 |
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# ¿ May 19, 2024 21:58 |
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take boat posted:I played a few games of this, it was fun! Congrats on releasing. Thanks! Glad to hear you enjoyed it. We have an update coming out which makes it slightly easier in the beginning as well as longer game play times.
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# ¿ Mar 24, 2015 02:03 |