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Messages - Gatleos

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241
You have to consider that the language needs to work for all cases, not just your case. And each operator needs consistent rules about whether it's applied before or after any other operator.
Yeah, I understand why it has to be that way. It just looks convoluted to someone who doesn't.

242
Pointer syntax gets dumb sometimes, especially when using an iterator for a container holding pointers.
Code: [Select]
(*iterator)->member

243
General Discussion / Re: MSPA Homestuck
« on: April 25, 2015, 06:07:37 pm »
If ghost!Vriska and Meenah, then Penis Ouija. They're all part of the same timeline. Since we clearly see the encounter between current!Vriska and those two ghosts, the doomed timeline involving Penis Ouija cannot have been undone at a fundamental level.
Oh so they were just murdered by murderspace good

244
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: April 25, 2015, 02:16:53 pm »
Did someone say 2D Arrays?

I made that a while back. I was actually going to post it here for advice on improving it. It's the first time I've made a custom iterator or elaborate template class like that, so I'm sure I messed something up.

Also 2D+ c-style arrays are evil never use them

245
General Discussion / Re: MSPA Homestuck
« on: April 25, 2015, 02:12:37 pm »
Wait

Karkat and Dave are good friends and Karkat is no longer worried about Terezi

Penis Ouija never happened

NNNNNOOOOOOOOOOOOOOOOOOOOOOOOOO
Penis Hopscotch isn't enough for you?
It will never be the same :'(

246
General Discussion / Re: MSPA Homestuck
« on: April 25, 2015, 02:06:05 pm »
Wait

Karkat and Dave are good friends and Karkat is no longer worried about Terezi

Penis Ouija never happened

NNNNNOOOOOOOOOOOOOOOOOOOOOOOOOO

247
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: April 24, 2015, 03:10:44 pm »
I just realized I can utilize the height data to query each tile's distance from water and bias the moisture map based on it. Why didn't I already think of this.

I'd recommend getting 3D visualization happening before you start optimizing. You can see whether those lone peaks are really anomolous spiky mountains or whether they're just the tip of a large rounded hill. The arbitrary nature of color cut-offs needs to be correlated with what the actual landforms look like.
They're definitely the tips of rounded hills, since diamond square halves the range of random deviation each time it passes an iteration. This is what gives the land its fractal-like properties. I could try to designate tiles as mountains only when they're part of a steep slope, but there are a ton of problems with that and it might end up producing the hollow shells of the same blobs I have now.

Here's a quick idea for mountain ranges. Generate an initial height map, interpret medium values as your mountains, and interpret very high values as flat ground (maybe a bit over sea level, but inland plains). This will definitely give you linear ranges, as they will follow contours rather than being blobs.  So that there aren't mountain ranges around every land mass, you can merge in data from another noise map. This one won't need much detail, it should be broad and smooth low-octave perlin noise. Where this other map is low, make mountains flat, and where it is high, make the mountains high. Combine all this and you will get mountain ranges a controllable distance from the sea, but not all around the land-mass.
This could work too. I have a simplex noise generator set up, so I'll give it a shot.

248
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: April 24, 2015, 12:56:20 am »
Experimenting with biomes.
Spoiler (click to show/hide)
Each one is just 3 overlaid diamond-square maps: elevation, temperature, and moisture. The temperature map is biased by latitude but not elevation. Darker greens are various types of forest, lighter is shrub/grassland. The yellows are desert. None of these maps seem to have mountains in them, but I'm not satisfied yet with the way they look when they do show up; they tend to show up as blobs, and are very patchy. There's not much to be configured with the diamond-square algorithm though, other than the starting resolution. I may have to find a different algorithm for the height map.

Or maybe the problem is that I'm using a flat cutoff for mountains. The main benefit of this is that mountains are never placed right next to oceans, but one of the drawbacks is that there is no way to shape mountain ranges the way I want them. All that can be changed is the cutoff value, and you will always get tiny peaks. OR maybe the tiny peaks wouldn't be a problem if I used a less harsh color for mountain ranges.

249
General Discussion / Re: MSPA Homestuck
« on: April 22, 2015, 12:53:52 am »
inb4 well-hidden LE influence in Problem Sleuth

250
General Discussion / Re: MSPA Homestuck
« on: April 20, 2015, 06:04:05 pm »
(and the retcon mechanic is still excessive and somewhat betrays everything that came before, but meh)
Really? It seemed to fit perfectly into the theme of the story to me.

I don't mind people being confused by MSPA, I just hate it when people complain about [current arc] being confusing and nothing getting explained. Like you can take for granted that plot mysteries #1-874 were explained, but somehow don't expect the same to happen with #875.

251
Other Games / Re: Games you wish existed
« on: April 12, 2015, 01:32:24 pm »
Probably some other stuff too but to be honest I kind of don't care too much about specifics. Really I just want a game with a reasonable portrayal of rebellion against a force that would be superior in a direct confrontation, and also a non-FPS game set in the Half-Life universe.
You can have the rest of my money if you do this, Valve.

252
DF General Discussion / Re: Lack of Hostiles
« on: April 09, 2015, 12:35:36 pm »
I embarked to a forest and built an elaborate above-ground wooden fortress with palisade walls and bridges... then hit 'c' and discovered there were no gobbos on my civ screen. All I've gotten so far are a few werebeasts and forgotten beasts.

Can humans and elves still siege you? I've murdered a few human diplomats and rubbed wooden bins in the elves' faces, but I'm not sure what pisses them off the most. I think the human caravan hasn't come this year, so that might be a sign.

253
Other Games / Re: Free Game List
« on: April 08, 2015, 11:16:06 am »
Has anybody suggested Treasure Adventure Game in this thread? It's not in the list, and I don't think I've ever heard its existence acknowledged anywhere on the internet. Which is a shame, because it's a really fun game.

254
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: April 08, 2015, 10:57:55 am »
It's actually pretty realistic to have lone smaller peaks near areas of solid mountain.
Yeah, and mountains in the real world transition gradually (usually). By necessity I have an instant color switch. I can talk all I want about trying to make the mountain ranges "realistic", but it's obvious I just want them to look good. :P

I'll probably just have to deal with it; a more pressing problem is determining how to render these maps in-game. That whole hex grid is just a set of vertices with texture coordinates being piped through opengl each render pass, so determining what they will be rendered as is important to establish beforehand. What you see in those screenshots is a single white hex graphic drawn over and over, with colors applied to the 4 vertices of each one.

I was planning on using a sprite for each terrain type, but this color gradient looks too good to pass up. The problem is that it's difficult to add any detail to the tiles when they're being tinted, since the color is subtracted from the original sprite.

255
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: April 08, 2015, 12:34:11 am »
Spoiler (click to show/hide)
Yeah, the problem was the gradient I was using. I made it a little more intense so you can see the contours of the mountains. I know the single-hex mountains are just slightly-too-tall hills, but it doesn't change the fact that they get produced. The only way I can think to get rid of them is a brute-force scan that finds small mountainous areas and flattens them. Transitional hills could work, if you mean making the mountains a smooth gradient rather than a sudden jump in color. But the purpose of the coloring is to show exactly which tiles are mountains, so it needs to be communicated visually regardless.

I've tried a few things with simplex noise, higher octaves and messing around with the scale help. I haven't tried using multiple noise functions together, however.

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