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Messages - dreadmullet

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271
> You realize how boring your life used to be. Your badassery level is dropping incredibly quickly.

> Decide to go on an adventure, immediately. Grab a backpack and fill it with anything in your house worth taking: food, water, money, your trusty adventure stick, a pickaxe, an old mirror, and a towel.

272
Forum Games and Roleplaying / Re: You Are Me, Chapter II: Collapse
« on: March 11, 2012, 10:20:51 pm »
This seems like the most dwarfy ending there could ever be. I would be content with having the story end here.

Spoiler: But if not... (click to show/hide)

273
DF Dwarf Mode Discussion / Re: famous last words
« on: March 10, 2012, 02:59:07 pm »
"Okay, time to play Dwarf Fortress"

274
General Discussion / Re: What does google think of you?
« on: March 09, 2012, 07:28:50 pm »
"You currently do not have an ‘id’ cookie."

I think this is why:
Firefox options -> Privacy -> Tell web sites I do not want to be tracked

Google suggestions > Firefox spell check.

So I have a ton of completely random stuff that has nothing to do with my interests.

Google suggestions is the only thing I use for spell checking.

275
> When you make it out of the mountain hall, you transform back into a human. You become as young and healthy as you were when the story began, two lungs and everything.

276
DF Dwarf Mode Discussion / Re: Place your bets, place your bets...
« on: March 02, 2012, 05:22:13 am »
It will finish generating just after Dwarf Fortress 1.0 is released.

277
DF General Discussion / Re: Dwarf Fortress anagrams
« on: March 01, 2012, 02:59:53 am »
Legendary Potash Maker's anagram name is OH DEAR ME! SPANK GREATLY
Adamantine Mace's anagram name is AN EMACIATED MAN
Urist McVampire's anagram name is CUTER VAMPIRISM
Urist McOnFire's anagram name is CURSE IT! INFORM
Gloom Husk Kitten's anagram name is HOT SKULKING TO ME
Adamantine's anagram name is ANT IDEA MAN
Hematite's anagram name is I'M A TEETH
Dreadmullet's anagram name is MUDDLE ALERT

278
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: March 01, 2012, 01:34:50 am »
I note that it only seeks in the 8 cardinal directions towards the destination.

In a 2d world, aren't there only 8 cardinal directions?

Correct, I probably need to clarify. It only seeks in the cardinal direction most directly towards the destination until that direction is blocked and it then stops and starts flooding, even if it can still travel in a straight line that brings it closer to the destination.

That's just how A* works. To my knowledge, it's the best algorithm that will always produce the shortest path in an efficient way.

I can change one variable that will kind of make it do what you describe. If I increase the heuristic multiplier (hMult) from 1 to 10, it will be more aggressive in testing nodes that are closer to the destination. In your example, it would be faster, since it would branch out into less nodes. However, consider this example:

Code: [Select]
XXXXXXXXXXXXXXXXXX
X          B     X
XXXXXXXXXXXXXXXX X
X              X X
X              X X
X              X X
XA               X
XXXXXXXXXXXXXXXXXX

With hMult = 1 and hMult = 10, it will probably test the same amount of nodes each. More importantly, if hMult is greater than 1, it may generate a suboptimal path. I suspect in this case it would start to move toward B, and then move back into the optimal route. This article has some excellent animations.

279
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: February 29, 2012, 09:01:45 pm »
It's all concurrent. I don't see how that's a problem, though. The worst that can happen is it tries to path past a very recently locked door or something, then realize it's locked when it periodically checks if the path is still valid. I would love to be proven wrong.

It's all very simple at the moment. I understand that Dwarf Fortress is many times more complex than my current engine. I just think it's fun to compare myself to the toad.

280
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: February 29, 2012, 08:40:17 pm »
Here's an animation I made that shows my pathfinding algorithm at work. It's standard A*, which I believe is exactly the algorithm Dwarf Fortress uses. It runs on a seperate thread, too. Take that Toady One!

Spoiler (click to show/hide)

281
DF General Discussion / Re: Twelve million in the world
« on: February 29, 2012, 03:41:11 am »
I think the humans found that 2212 Z-level adamantine spire and decided to colonize it.

282
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: February 29, 2012, 03:36:38 am »
Alright, I've finished reading this entire thread.

Hi. I'm dreadmullet, adept C# programmer. I'm currently making my first roguelike using ncurses. It's going incredibly well (roguelike development is refreshingly easy), and I'll probably share some stuff about it soon.

If anyone needs help with C#, I'll try to help if I can.

283
DF Dwarf Mode Discussion / Re: Is this stairs thing a bug?
« on: February 28, 2012, 12:40:30 am »
Makes sense to me. It's just diagonal movement: move right one tile, move up one tile.

But the thing is nothing else can do this - not even liquids.


Isn't it possible to move diagonally upward in adventure mode using shift and ctrl?

284
DF Dwarf Mode Discussion / Re: Is this stairs thing a bug?
« on: February 28, 2012, 12:18:47 am »
Makes sense to me. It's just diagonal movement: move right one tile, move up one tile.

285
DF Dwarf Mode Discussion / Re: Most Impressive Combat Reports
« on: February 26, 2012, 10:18:29 pm »
You punch The Human Farmer in the upper body with your right hand, bruising the muscle, jamming the left true ribs through the right false ribs, jamming the right false ribs through the right lung and tearing apart the right lung!

It's like bowling, except with organs.

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