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Messages - Outcast Orange

Pages: 1 ... 100 101 [102] 103 104 ... 125
1516
Creative Projects / Re: WorldJem: Trainwreck...
« on: October 31, 2009, 07:02:54 pm »
Thank you all so much!

Here is the new plan:

I'm going to stop work on WorldJem until I've mastered classes, structs, and pointers.
Then, I'm going to rewrite the whole thing with the new information.

Please bare with me through this learning process.
I promise it is necessary for the future of my projects.

I'll come back to this as soon as I know all of these things.
Hopefully it will only take a few days.
The major problem, is that my RL is getting pretty busy lately,
so it might be a while before I have time to put towards this.
I'm going to start picking apart the examples people have given me,
and learn them in and out.

I can do this.

1517
Creative Projects / Re: WorldJem: Trainwreck...
« on: October 31, 2009, 05:50:50 pm »
I like that idea a lot more than anything so far.
I'll start thinking about a good method to do that.

1518
Creative Projects / Re: WorldJem: Trainwreck...
« on: October 31, 2009, 04:59:24 pm »
Oh. I think I know what you are asking.

It is called:

int water[][][];

Okay?

1519
Creative Projects / Re: WorldJem: Trainwreck...
« on: October 31, 2009, 04:55:21 pm »
What the hell is a struct?
I've never used a class.

I have a header called "super_include" which contains over 300 global variable declarations.

:)

EDIT:
This is the part when we realize how basic of a programmer I am,
and some of you are inspired to follow suit with your own projects.

1520
Creative Projects / Re: WorldJem: Trainwreck...
« on: October 31, 2009, 04:37:54 pm »
I have an array called wat[150][150][150] that stores all which is water.
Different positions in this array contain the information, the rest have zeros in them.
How would I go about adding the positions to the list which need to be tested?
On top of that, how would I add a new tile to the list?

Can I give you the information you need, and you set up a system for me?
I will give you due credit.
I'm just not ready for a headache right now, and I would really like to get on with this.

I can keep programming as is, and when the system is ready,
we can add it in in place of the looping position system, boosting the FPS.
I don't understand a ton of what I see down there,
and I'm won't be in the right mindset to tutorial-chug any time soon.

Sorry everyone.

1521
Creative Projects / Re: WorldJem: Trainwreck...
« on: October 31, 2009, 03:18:14 pm »
I posted that before reading your post, but most of it is still true.
I would need help setting something like that up.
I don't know much about pointer systems at all.
Would I need to do object oriented programming to do that?
How would it keep track of each cell's variables independently?
I don't know much about this, sorry.

1522
Creative Projects / Re: WorldJem: Trainwreck...
« on: October 31, 2009, 03:15:24 pm »
I don't think I'm up to it.
If that is the only way, it is going to take me forever.

The only way I could see that happening, is if somebody else helped me with it.

Otherwise, I'd rather drop super-dynamic water for now, and only have these calculations happen when
water is upset.
So a bunch of pre-existing lakes, and if you F with any of them,
there will be water flowing at around 10 FPS until the water resolves itself.

1523
Creative Projects / Re: WorldJem: Trainwreck...
« on: October 31, 2009, 02:52:12 pm »
Maybe have something like in DF, where water on the top level 'teleports' to available space beneath the last level of water.

But it would still have to calculate where the water needs to be, and have multiple bodies of water created
whenever the water is separated.

1524
Creative Projects / Re: WorldJem: Trainwreck...
« on: October 31, 2009, 02:51:04 pm »
My game already does that sort of.
It tests each tile and depending on the tiles around it, a change is made.
No movement happens, the tile is deleted and replaced.
That doesn't slow anything down though.
The part about testing each point is the slow part.
It has to test EVERY point in the local map (150x150x150 tests) to see if that tile is unstill water or not.
The test goes like this:

If this tile is water and has moved recently, do something to it.

That simple test, applied to every tile, even if you leave out the part where it does something, takes too much time.
The only way I could think of is that it doesn't have to test the points, it just knows where they are somehow.
That would be super complicated, and take weeks of playing around with to get working right.
I have no experience in these techniques, so I'm hoping there is a better way.

1525
Creative Projects / Re: WorldJem: Version 0.8: Caves!
« on: October 31, 2009, 02:36:35 pm »
Here is the true problem:

It takes too long to run through every tile on the map.
If there is a single grain of water that needs to be tested, it needs to find that tile in order to change it.
And you can't create a local zone for testing, because there would be dozens of them, and the code would take longer anyways.

I don't know of any other system, except for a pointer list, which would be super complicated,
and track hundreds of tiles.
I'm basically stuck.

Flowing water is looking pretty bad right now.
I hope I can think of something.
BTW: It already does this for gravity, which also slows down frame rate, but only during landfall for a couple of frames.
Water has to change every frame though.

I hope somebody knows how to do this without a mega-list.

1526
Creative Projects / Re: WorldJem: Version 0.8: Caves!
« on: October 31, 2009, 01:42:13 pm »
What I said is pretty wrong.
In fact, the opposite is true.
Water is super-uber slow right now.
Any ideas?
I've been brooding over the code for two hours and I have only remorse.
I'll have to think of something.

1527
Creative Projects / Re: WorldJem: Version 0.8: Caves!
« on: October 31, 2009, 10:31:38 am »
Yes, yes.
Many more plants.
That actually need water to survive, drain the water table below them, etc.
The trees right now are a placeholder to make it look prettier.
They won't be able to grow on anything but land in the future.


Here is the sweet news:
An entire map covered in moving water can run in real time around 10 FPS.
It was intense.

When I get water doing reasonable stuff, I'll let you guys know.
Right now it tends to slither away to the left and escape the map.

1528
Creative Projects / Re: WorldJem: Version 0.8: Caves!
« on: October 31, 2009, 08:51:39 am »
They could be naturally occurring and a good source of food.
I like it.

1529
Creative Projects / Re: WorldJem: Version 0.8: Caves!
« on: October 31, 2009, 01:22:00 am »
Thank you so much!
I was hoping some of my ambition was starting to show through.
Besides Tarn and Eskil, I don't know anyone with much ambition.
My aspiration is to someday be like them.
I've never had a project with any momentum,
but I know these dreams are not stupid fantasies.

Sorry about today... I spent the evening at my Aunt's house,
then proceeded to be sucked into an argument over Ouija boards,
which became a very heated argument over female equality (somehow).
By the end of the argument,
I was arguing with my mother, trying to dispute the Bible, at 1:00 AM.
I have no idea how any of it happened, but I offer my apologies.
Also, I had some pretty good creamed corn along the way.

I'll be up in about eight hours, at which point I will begin work on full blown water.
Thanks for the support guys.

1530
Creative Projects / Re: WorldJem: Version 0.8: Caves!
« on: October 30, 2009, 05:17:15 pm »
I fixed a ton of stuff since then, before creating a new, more painful problem.

The gravity is fixed.
The tags are fixed.
A noblock tag was added. (Tree trunks and orange have it now)
Some other misc stuff.

Frame rate has been reduced during regular game mode so you can actually observe things falling very fast,
instead of instantly.

Problem:
During falling, turn based mode doesn't work right.

I'll upload when I get it all fixed.

EDIT:
Great ideas everyone!
Keep 'em coming!

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