Search found 256 matches

by Lap
Tue Nov 15, 2011 10:43 pm
Forum: Libraries and Tools
Topic: Voronoi polygons (map generation)
Replies: 9
Views: 2939

Re: Voronoi polygons (map generation)

Whoops, fixed.

If you don't like the clustering, the easiest way to do it is probably just to make a hex grid and add a random number to each coordinate.
by Lap
Tue Nov 15, 2011 10:22 pm
Forum: Libraries and Tools
Topic: Voronoi polygons (map generation)
Replies: 9
Views: 2939

Voronoi polygons (map generation)

I was toying around with the idea of replacing hand made maps with computer generated ones and so I decided to take a trip over to: http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/ The first step of the puzzle is using Voronoi tessellation, which looks like: http:/...
by Lap
Tue Nov 15, 2011 7:30 pm
Forum: General
Topic: Amit's Game Design/Programming Articles
Replies: 4
Views: 957

Amit's Game Design/Programming Articles

I've seen one part of this website referenced when talking about astar, but I haven't seen it mentioned for all the other amazing stuff it has. It is now my favorite single compilation of programming and game design.


http://www-cs-students.stanford.edu/~am ... eprog.html
by Lap
Sun Oct 09, 2011 4:46 am
Forum: Support and Development
Topic: Current uses for threads
Replies: 11
Views: 1622

Re: Current uses for threads

I know, I know, 1000 was excessive. When you bring it down to like 10 though it still isn't worth doing until you get into the thousands and thousands of entities it seems.
by Lap
Sun Oct 09, 2011 3:17 am
Forum: Support and Development
Topic: Current uses for threads
Replies: 11
Views: 1622

Re: Current uses for threads

Things I've tried so far: 1. Using threaded pathfinding - Too much data needs to be serialized over. It becomes extremely hard to debug and code unless you are only using the most basic of systems. It's easier to just use coroutines that work in extra CPU time. I can see a very limited application i...
by Lap
Sun Oct 09, 2011 2:59 am
Forum: Support and Development
Topic: Current uses for threads
Replies: 11
Views: 1622

Current uses for threads

I spent the better part of a day just tooling around with threads. I really want to see some good uses for this, but every implementation I try is just not worth doing. The biggest problem seems to be that anything complicated enough to need its own thread needs so much supporting data that the seri...
by Lap
Sun Oct 02, 2011 5:07 pm
Forum: Libraries and Tools
Topic: Debug - A whole new way of debugging your game
Replies: 106
Views: 36874

Re: Debug - A whole new way of debugging your game

To go through the effort of registering and posting on a forum without even looking to see what the forum is about...I don't even...
by Lap
Thu Sep 01, 2011 9:03 pm
Forum: Games and Creations
Topic: Biodiversity
Replies: 19
Views: 12412

Re: Biodiversity

I am amazed that these two games were developed in parallel. What a weird niche game to see created twice for Love.
by Lap
Thu Sep 01, 2011 2:15 pm
Forum: Libraries and Tools
Topic: How Big projects can Löve2d handle?
Replies: 25
Views: 4969

Re: How Big projects can Löve2d handle?

If you give us a little more of what the big project your thinking of doing involves we can try to point out any points that Love might have problems with (if any).
by Lap
Sat Aug 20, 2011 10:19 pm
Forum: Support and Development
Topic: NS2Docs
Replies: 1
Views: 397

NS2Docs

I've been having a lot of trouble getting LuaDoc to work and I've pretty much given up on it (though if anyone actually has a worked x64 version I'd appreciate it). On my search for something functional I noticed NS2Docs, an improvement over LuaDoc made specifically for Natural Selection 2. With som...