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Re: What are you working on? [Re: txesmi] #406158
08/14/12 17:50
08/14/12 17:50
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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this FOV thing could be interesting, probably storing pre-computed data could help if created when map is created, by storing farest tiles only to keep memory usage low, and flood fills are fast realtime - farest tiles are blocking floodfill.


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Re: What are you working on? [Re: sivan] #406160
08/14/12 18:09
08/14/12 18:09
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Hiporope and its pain
its like you are suggesting grin
Everything is precomputed and stored in the main data struct. The slow thing is the visibility computing. The grid shown in the video tooks more than half hour to compute. Too much for my spects. I am looking for a way to speed it up...

Re: What are you working on? [Re: txesmi] #406162
08/14/12 18:29
08/14/12 18:29
Joined: Feb 2010
Posts: 886
Random Offline
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Random  Offline
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Posts: 886
I am working on smiley wars!
I created/creating a new ai typ: a dragon ^^

Take a look at him



Re: What are you working on? [Re: Random] #406192
08/15/12 06:37
08/15/12 06:37
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Budapest
sivan Offline
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hehh laugh
that's really slow. what is the x,y grid size?
maybe the computation should be less precise, like measuring only from tile middle to tile middle without taking into account slightly touched tiles...


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Re: What are you working on? [Re: sivan] #406200
08/15/12 08:52
08/15/12 08:52
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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Hiporope and its pain
128x96 cells. The main problem is that every line scan iterates with every wall line and I can't imagine how to filter them. My Known choices are multithreading and searching over the net xP

Re: What are you working on? [Re: txesmi] #406206
08/15/12 09:28
08/15/12 09:28
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Hummel Offline
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Are you familiar with common visibility structures like BSP-trees, ABTs, etc? If not I would recommend you to read some papers.

Re: What are you working on? [Re: Hummel] #406208
08/15/12 10:10
08/15/12 10:10
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sivan Offline
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it's not so big, so imo it should be much faster even if c_tracing is used. and yes, there are some fine articles (I have never taken a really deep look into this topic, but will need something similar for my future AI developments)


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Re: What are you working on? [Re: Hummel] #406210
08/15/12 10:58
08/15/12 10:58
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Hiporope and its pain
Originally Posted By: Hummel
Are you familiar with common visibility structures like BSP-trees, ABTs, etc? If not I would recommend you to read some papers.

Yes, I know what they are and how they work but never intended to code them. The documents I found speak about derivatives and integrals and it have past 15 years from I learned them. Right now I feel too lazy to relearn them, it totally looses its amusement crazy

Re: What are you working on? [Re: txesmi] #406216
08/15/12 11:54
08/15/12 11:54
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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Germany, BW, Stuttgart
Dungeon Generator



Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #406227
08/15/12 13:10
08/15/12 13:10
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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to be honest, what I really don't like to play are dungeon games grin


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