[QUOTE=Jallen;28230198]If the circle has an area of less than 360 squares it might be better to check for an intersection of the line between the player and each square with a wall (so line starts at player, ends at square you're checking, if the line intersects a wall, the square you're checking becomes dark)
That's the way I'd do it anyway. Your way works well though, looks good.[/QUOTE]
as it is a for 360 loop i can do a i+=2 to make it faster but less accurate but i fail to see what i acually gain with your method other then another way to do the same thing.
How did you do the collisions?
I finally re-implemented map saving and loading!
[img]http://puu.sh/122k[/img]
With 8 Entities it is 488 bytes. No Physical ones yet I still have to write the de-serializer for it...
[QUOTE=SupahVee;28230432]How did you do the collisions?[/QUOTE]
With walls ?
if so i use a very basic intersect atm but will use a perpixel later, Why do you ask ?
[QUOTE=xAustechx;28229598]A server is pretty much a computer or program that sends ore received data to it's clients. I'm hoping that this is correct because I figured this to be a no brainer[/QUOTE]
Data can go either way so direction of data transfer doesn't define which is the server and which is the client. A server passively waits for requests or connections from clients, and clients initiate connections or requests to a server.
[QUOTE=xAustechx;28229704]So Venice, for your anyhub site, you have physical computers where you live or where you can reach to, keeping anyhub up and running?[/QUOTE]
Most likely it's running on [url=http://en.wikipedia.org/wiki/Virtual_private_server]virtual private servers[/url]. Basically a hosting company installs some big computers in a datacenter somewhere, creates a bunch of virtual machines on them, and rents out the virtual machines for a monthly fee. Customers can log into the virtual machine over the network (using a web-based control panel and/or something like SSH) to install and run whatever software they want.
[QUOTE=Orki;28230397]as it is a for 360 loop i can do a i+=2 to make it faster but less accurate but i fail to see what i acually gain with your method other then another way to do the same thing.[/QUOTE]
With that loop, a lot of the 360 line-intersection checks are probably redundant and thus unnecessary.
I think what Jallen is suggesing is that you shoot a ray from the player to each square at the circle perimeter(/outline), thus reducing the number of tries from 360 to the number of squares at the circle perimeter.
yeah turb has loads of VPSes
One of them runs anyhub with this hosting company that's got tonnes of space
[QUOTE=ZeekyHBomb;28230511]With that loop, a lot of the 360 line-intersection checks are probably redundant and thus unnecessary.
I think what Jallen is suggesing is that you shoot a ray from the player to each square at the circle perimeter(/outline), thus reducing the number of tries from 360 to the number of squares at the circle perimeter.[/QUOTE]
True That would be much faster ... I'll have that in mind if i notice any slowdowns
What do you guys think the first rate [img]http://static.facepunch.com/fp/ratings/tick.png[/img] the second rate [img]http://static.facepunch.com/fp/ratings/cross.png[/img]
[img]http://filesmelt.com/dl/DungeonTest_2011-02-23_14-18-27-43.png[/img]
[img]http://filesmelt.com/dl/DungeonTest_2011-02-23_14-18-56-24.png[/img]
[QUOTE=ZeekyHBomb;28230511]With that loop, a lot of the 360 line-intersection checks are probably redundant and thus unnecessary.
I think what Jallen is suggesing is that you shoot a ray from the player to each square at the circle perimeter(/outline), thus reducing the number of tries from 360 to the number of squares at the circle perimeter.[/QUOTE]
Yes, that's exactly what I meant.
[QUOTE=Orki;28230570]True That would be much faster ... I'll have that in mind if i notice any slowdowns
What do you guys think the first rate [img_thumb]http://static.facepunch.com/fp/ratings/tick.png[/img_thumb] the second rate [img_thumb]http://static.facepunch.com/fp/ratings/cross.png[/img_thumb]
[img_thumb]http://filesmelt.com/dl/DungeonTest_2011-02-23_14-18-27-43.png[/img_thumb]
[img_thumb]http://filesmelt.com/dl/DungeonTest_2011-02-23_14-18-56-24.png[/img_thumb][/QUOTE]
The first one looks cooler, but assuming this is going to be a game, the second one is a lot better as a game mechanic.
Perhaps as an Item? A super torch?
[QUOTE=Z_guy;28231169]The first one looks cooler, but assuming this is going to be a game, the second one is a lot better as a game mechanic.[/QUOTE]
I disagree, level design could make it work, and I think a wide 2d visibility space, especially given the small size of the tiles and huge window, seems interesting and original to me.
[QUOTE=Orki;28230444]With walls ?
if so i use a very basic intersect atm but will use a perpixel later, Why do you ask ?[/QUOTE]
Do you loop every tile and do an AABB check every frame?
Part of the problem with 2d games is that unlike 3d, you cannot fit a variable amount of space on the screen at one time. ie, in 3d you can go to the top of mountain and see for miles. In 2d, you can only see what fits in the plane.
I just don't think you should embrace this weakness. Of course, it all depends on the game.
[img]http://i.imgur.com/owQiU.png[/img]
:woop:
I admit it's not the fastest algorithm, and by no means is it done, but it works.
Posting another screen of my generated cave
[img]http://filesmelt.com/dl/DungeonTest_2011-02-23_16-07-24-34.png[/img]
Is anyone planing on creating an opensource roguelike/cave exploration with FOV/Dynamic lighting?
I love all the screens that are in the thread
[QUOTE=Orki;28232256]Posting another screen of my generated cave
[img_thumb]http://filesmelt.com/dl/DungeonTest_2011-02-23_16-07-24-34.png[/img_thumb][/QUOTE]
Sometimes when I look at these pictures of this game the wall tiles appear distorted to me. Anybidy else notice this?
[QUOTE=Wyzard;28230448]
Most likely it's running on [url=http://en.wikipedia.org/wiki/Virtual_private_server]virtual private servers[/url]. Basically a hosting company installs some big computers in a datacenter somewhere, creates a bunch of virtual machines on them, and rents out the virtual machines for a monthly fee. Customers can log into the virtual machine over the network (using a web-based control panel and/or something like SSH) to install and run whatever software they want.[/QUOTE]
I've always wondered, how do the VPSes all get a separate IP address?
[QUOTE=DeadKiller987;28232516]I've always wondered, how do the VPSes all get a separate IP address?[/QUOTE]
Same way you can have many computers on your house network.
All the VPS have virtual network cards that have their own IP
[QUOTE=Orki;28232256]Posting another screen of my generated cave][/QUOTE]
How are you generating your caves?
[QUOTE=Richy19;28232331]Is anyone planing on creating an opensource roguelike/cave exploration with FOV/Dynamic lighting?
I love all the screens that are in the thread[/QUOTE]
Agreed. If I ever make anything useful/that people want, I'll probably release it as opensource. An opensource hub for FP's WAYWOers would be cool...
I just noticed Hezzy got demoted.
[url]http://www.facepunch.com/members/762-Hezzy[/url]
[QUOTE=Richy19;28232568]Same way you can have many computers on your house network.
All the VPS have virtual network cards that have their own IP[/QUOTE]
He is talking about external IPs....
[QUOTE=sim642;28232500]Sometimes when I look at these pictures of this game the wall tiles appear distorted to me. Anybidy else notice this?[/QUOTE]
You are right ! but i didn't notice that ingame :S
I think it's the texture that is playing tricks on our eyes it's a 32x32 px sized down to 8px to be able to have a better overview and to experiment, The textures are very far from final i can try an change them and see if it's better
[QUOTE=Dlaor-guy;28232683]I just noticed Hezzy got demoted.
[url]http://www.facepunch.com/members/762-Hezzy[/url][/QUOTE]
That is one interested project you are working on.
The external IPs all point to a router which uses NAT to map the traffic to the servers
[QUOTE=Maurice;28232830]That is one interested project you are working on.[/QUOTE]
I'm working on resisting crying myself to sleep.
[QUOTE=Orki;28229996]Bandwagon !
-snipped gif-
I actually started this before everyone started to make one !
I use 360 FoV and for generation of the rooms i acually use my own it's slow as hell but it makes really nice Caves
The gif is abit laggy because i made it smaller so people will be happy :downs:[/QUOTE]
Ahaha. I thought for a second that you found the really low quality video I recorded of my roguelike. You couldn't make out the details in the floor or walls so it looked exactly like that. :v:
Edit: Okay, maybe not exactly, but close enough.
[media]http://www.youtube.com/watch?v=SSfkIarlJ-g[/media]
I didn't post it before because the quality was bad and it isn't that interesting anyway.
Careful now, you starting to sound like Joshyy
[QUOTE=BlkDucky;28232899]Ahaha. I thought for a second that you found the really low quality video I recorded of my roguelike. You couldn't make out the details in the floor or walls so it looked exactly like that. :v:
Edit: Okay, maybe not exactly, but close enough.
[media]http://www.youtube.com/watch?v=SSfkIarlJ-g[/media]
I didn't post it before because the quality was bad and it isn't that interesting anyway.[/QUOTE]
haha That is acually downsized because that's 8x8 px but i use 16x16 when im not trying to show what im doing :)
Ahh i thought your movement was "realtime" and not tilebased guess i was wrong maybe you should look into doing so even if it's not "roguelike" but makes for good gameplay
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