• What Are You Working On? - December 2014
    1,204 replies, posted
I was hanging around in FPP chat and decided to try writing a pattern that generates an accurate representation of a typical conversation. A sample of the result: [quote]11:42 AM ‑ cra0: heeheehehue!!! 11:43 AM ‑ Cold: blast me 11:43 AM ‑ Vbitz: shower me Cold!!! 11:44 AM ‑ CmdrMatthew: salutations Swebonny 11:44 AM ‑ Handsome Matt: hurrah! 11:49 AM ‑ Handsome Matt: dice me Cold 11:49 AM ‑ Cold: FUCK YOU 11:51 AM ‑ Dragon Robot: kiss me 11:52 AM ‑ Berkin: heehue 11:53 AM ‑ Handsome Matt: heeheheehuehaheeheheehahee!! 11:54 AM ‑ Handsome Matt: FUK RUSTLORD420 11:54 AM ‑ Shoar: huehahahahuehuehuehe 11:55 AM ‑ atlantique: pillage me!!! 11:56 AM ‑ Cold: heehehuehee[/quote] [URL="http://pastebin.com/B6WzC1Rv"]Here's the full, glorious chat log.[/URL] And here's the [URL="http://berkin.me/rantbox#8BF2228310E3CF525FA6D773B9BC6B89908650D4"]pattern[/URL] if you want to make your own.
[QUOTE=Rocket;46721111]Redis really shouldn't be used for persistent data. It's meant to be used as a caching layer first and foremost. I would recommend against using MongoDB for anything other than a development database. There are better databases, even better document databases.[/QUOTE] Yeah that was my point.
[QUOTE=mastersrp;46721233]Neither does your filesystem.[/QUOTE] You can make it do that, I think. AfaIk quite a few database systems use file-system write barriers to ensure they at least don't crash in a [I]horribly[/I] inconsistent state. Maybe those just ensure the order of writing the data though.
[QUOTE=Naelstrom;46721821]Which kind of packing algorithm are you using? I love this kind of stuff.[/QUOTE] i don't actually have any kind of packing algorithm in place yet i'm just naively placing the glyphs next to each other and then continuing on the next line when i run out of space can you recommend something that's quick to implement?
[QUOTE=DarKSunrise;46724695]i don't actually have any kind of packing algorithm in place yet i'm just naively placing the glyphs next to each other and then continuing on the next line when i run out of space can you recommend something that's quick to implement?[/QUOTE] Here's a nice resource with a few algorithms of varying complexity / efficiency: [url]https://github.com/juj/RectangleBinPack[/url]
[QUOTE=Ziks;46724791]Here's a nice resource with a few algorithms of varying complexity / efficiency: [url]https://github.com/juj/RectangleBinPack[/url][/QUOTE] Also, here's an implementation in F# I did for a project of mine. I don't remember the complexity but it's relatively efficient [url]https://github.com/LukaHorvat/Firefly2/blob/master/Firefly2.Functional/RectanglePacking.fs[/url]
[QUOTE=Tamschi;46723971]You can make it do that, I think. AfaIk quite a few database systems use file-system write barriers to ensure they at least don't crash in a [I]horribly[/I] inconsistent state. Maybe those just ensure the order of writing the data though.[/QUOTE] you can't actually. I thought so too, so I looked through mount(8) and the btrfs mount options wiki, and neither of those specify any guarantee of data being written AND flushed at the same time. In fact, it seems most filesystems default to only actually writing data every 5 seconds (however it can be decreased to 1, which will horribly ruin your performance most likely and also won't really prevent data loss if it happens between writes anyway). Those 5 seconds are usually not an issue though, unless you have all your data in RAM and want to write+flush and in between the previous write and the next the system crashes. [editline]16th December 2014[/editline] (in the event of any tmpfs/ramfs concepts you *really* should do journaling backups of the data anyway, even with a RAM database you should sync the shit out of it with the disk. usually such systems will fork and sync data to sync or sync in a different thread anyway, because doing anything else when operating in RAM is retarded unless the data is useless).
RAM databases are usually used for useless data that can be thrown away(see: session data, for example)
This is a bit late, but two months ago, on Transport Tycoon IP's 20th anniversary, Chris Sawyer and co released some neat info+QA session. [url]http://www.transporttycoon.com/transportgame[/url] Just thought it might fit here as there's lots of interesting info about making videogames in the 90s, a scanned design document of the original Transport Tycoon as well as assembler code snippets. The QA is kinda funny, apparently in 90s people using C were considered the same type of casual by assembler devs as Unity/Gamemaker developers are nowadays by C devs. [t]http://www.transporttycoon.com/twenty/cstg_code7.jpg[/t] Can't you [i]see[/i] the superiority?
[thumb]http://files.1337upload.net/Screen_Shot_2014-12-16_at_16.30.06-ba8e36.png[/thumb] nailed it
[QUOTE=Drury;46725861]This is a bit late, but two months ago, on Transport Tycoon IP's 20th anniversary, Chris Sawyer and co released some neat info+QA session. [url]http://www.transporttycoon.com/transportgame[/url] Just thought it might fit here as there's lots of interesting info about making videogames in the 90s, a scanned design document of the original Transport Tycoon as well as assembler code snippets. The QA is kinda funny, apparently in 90s people using C were considered the same type of casual by assembler devs as Unity/Gamemaker developers are nowadays by C devs. [t]http://www.transporttycoon.com/twenty/cstg_code7.jpg[/t] Can't you [i]see[/i] the superiority?[/QUOTE] that looks godawful like I can't even understand what's going on there
[QUOTE=Instant Mix;46726022]that looks godawful like I can't even understand what's going on there[/QUOTE] It takes a lot of patience, but writing entire games in machine language was totally possible.
[QUOTE=Map in a box;46725628]RAM databases are usually used for useless data that can be thrown away(see: session data, for example)[/QUOTE] it is also used a lot for "hot" data, or data that is often read/written from/to, which requires something like RAM. this not not invalidate backups though.
I use redis for my websites I work on. I cache all users that log in for +- 24 hours in Redis. Every time a page is viewed, the TTL is sent to 24 hours again. However, every edit that is made (so, manually, by editing your settings on a settings page) is written to both Redis and MySQL. So all I use Redis for is to minimize the MySQL select queries, and it is quite some improvement (I don't have any numbers, sorry)
Added balloons that spam grenades in survival mode. :v: [video=youtube;n3FyndxiijA]http://www.youtube.com/watch?v=n3FyndxiijA[/video]
[QUOTE=DarKSunrise;46724695]i don't actually have any kind of packing algorithm in place yet i'm just naively placing the glyphs next to each other and then continuing on the next line when i run out of space can you recommend something that's quick to implement?[/QUOTE] [url=http://www.blackpawn.com/texts/lightmaps/]This[/url] is a simple algorithm that's easy to implement, and hugely useful.
[QUOTE=DrTaxi;46726131]It takes a lot of patience, but writing entire games in machine language was totally possible.[/QUOTE] It would be easier to invent your own language and run it on that but then machines were so slow that even VM could break them.
[QUOTE=Rayboy1995;46726827]Added balloons that spam grenades in survival mode. :v: [video=youtube;n3FyndxiijA]http://www.youtube.com/watch?v=n3FyndxiijA[/video][/QUOTE] Am I the only one kinda bothered by how the plane constantly flips when it goes horizontal upside-down? Would be cool if it were done like Luftrausers/Super Sheep in Worms Armageddon. Plane gradually rolls as it goes up/down. Pretty sure Luftrausers faked it, Super Sheep does have a ton of sprites for each angle, though.
[IMG]http://i.imgur.com/QwSayjn.png[/IMG] Been pounding away at half-assed artistic assets. Eats a lot of time up trying to be all creative and junk. Wish I could just code away. On an excellent note though my roommate just started taking sound and music design seriously, bought a 400 midi controller and we often work together in our office. It's a fun dynamic and i'll be getting some choice original music and sounds for my game!
Is that a robot or a guy in a space suit? Either way it should be a different color than the floor.
[QUOTE=Berkin;46723444]I was hanging around in FPP chat and decided to try writing a pattern that generates an accurate representation of a typical conversation. A sample of the result: [URL="http://pastebin.com/B6WzC1Rv"]Here's the full, glorious chat log.[/URL] And here's the [URL="http://berkin.me/rantbox#8BF2228310E3CF525FA6D773B9BC6B89908650D4"]pattern[/URL] if you want to make your own.[/QUOTE] I think it would be safe for humanity for you to stop developing Rant or soon we won't be able to know if we speak to human or program.
[QUOTE=Drury;46726981]Am I the only one kinda bothered by how the plane constantly flips when it goes horizontal upside-down? Would be cool if it were done like Luftrausers/Super Sheep in Worms Armageddon. Plane gradually rolls as it goes up/down. Pretty sure Luftrausers faked it, Super Sheep does have a ton of sprites for each angle, though.[/QUOTE] Maybe I've just gotten used to it but it doesn't bother me really.
[QUOTE=sambooo;46720210]This post is so Fourier[/QUOTE] Yeah sorry I noticed my posting quality has been decreasing rapidly, pressure/stress from college and everything else is turning me into china-quality human
Way to discriminate.
yeah that post is so fourier
[QUOTE=Berkin;46723444]And here's the [URL="http://berkin.me/rantbox#8BF2228310E3CF525FA6D773B9BC6B89908650D4"]pattern[/URL] if you want to make your own.[/QUOTE] Honestly, that imgur code generator is worth the rest of it combined. [t]http://i.imgur.com/Lp3wF.jpg[/t]
[QUOTE=Fourier;46726957]It would be easier to invent your own language and run it on that but then machines were so slow that even VM could break them.[/QUOTE] At Transport/Rollercoaster Tycoon times? SCUMM and Z-Machine did just fine even before that.
[QUOTE=DrTaxi;46728314]At Transport/Rollercoaster Tycoon times? SCUMM and Z-Machine did just fine even before that.[/QUOTE] Yeah, couldn't agree more.
[QUOTE=Rayboy1995;46726827]Added balloons that spam grenades in survival mode. :v: [video=youtube;n3FyndxiijA]http://www.youtube.com/watch?v=n3FyndxiijA[/video][/QUOTE] Are you planning on adding collisions?
[QUOTE=ECrownofFire;46727831]Is that a robot or a guy in a space suit? Either way it should be a different color than the floor.[/QUOTE] Spacesuit, the colors just placeholder right now, really just shaded it in so he wasn't wearing jeans in space. Eventually they'll be multi-coloured for different uses, and brands for no good reason. just like real life!
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