[QUOTE=Megolas;48274165]So, during the last month I worked on a ton of stuff - Saving players, chunks, loading them and streaming them online, collision and online lobbies before the game.
Now I've returned to the terrain generation, tweaked it a bit:
[IMG]http://i.imgur.com/ihdmJwJ.png[/IMG]
I have encountered a problem, however. The rainfall map takes way too long to generate (Around 5 minutes for a 1000x1000 map, and I plan on bigger maps, so I need a new way to generate it).
Does anyone have an idea how to 'smudge' values over an array quickly? I want to move the rainfall values across to the wind direction, but its slow as hell doing it one point after another...[/QUOTE]
What language are you writing it in? Can you give us an overview of your current technique? That would help us better understand your problem.
A few things I might suggest trying:
1. Use multithreading if your algorithm isn't deterministic.
2. If you're spreading the same value over multiple elements in a row and you know so beforehand, calculate it once and cache it.
3. If your language/framework of choice allows it and you don't mind unsafe code, use pointers, as some runtimes (like the CLR) perform bounds checking [I]every time[/I] you access an array element, causing unnecessary overhead when your algorithm already guarantees you'll never go out-of-bounds. If you're using an unmanaged language where this doesn't apply, disregard this advice.
[QUOTE=geel9;48271055]Gotta up and move 47 servers from New Jersey to California.
Which is easy until you get to the part where you need to reconfigure a fuckton of IPs, permissions based on IPs, DNS settings, etc. Fug.[/QUOTE]
At first I red "Gotta up and move 47 sewers from..." and I thought to myself "what the fuck geel"
Also good luck... I think you should make some script to transfer permissions and other properties, will save you fucktoon of time and errors.
[QUOTE=DaRkWoRlD1337;48274236]its not good, but yeah.
[video=youtube;ziOryRTYUH4]https://www.youtube.com/watch?v=ziOryRTYUH4[/video][/QUOTE]
This probably belongs into [url=http://facepunch.com/showthread.php?t=1473748]GMod - What are you working on? July 2015 (#47)[/url] more than it does here.
(For the others here: There're a lot of intersting developments in that thread even if you don't really care about GMod.)
[QUOTE=Fourier;48274268]At first I red "Gotta up and move 47 sewers from..." and I thought to myself "what the fuck geel"
Also good luck... I think you should make some script to transfer permissions and other properties, will save you fucktoon of time and errors.[/QUOTE]
To be fair, moving 47 [B]sewers[/B] across the United States sounds much more interesting than 47 servers.
And he'd only have one chance to get it right, or everything goes to shit.
[QUOTE=Topgamer7;48273325]I know they're not going to be physical. These days everything is virtual. Even still, 47+ for scrap, that seems excessive. But that's without knowing the load that the service takes I suppose.[/QUOTE]
Well we have 3 webservers, 1 db server, a load balancer, 2 memcached servers (probably/definitely only need one but it's easier to split them into two for our nefarious purposes), 10 Steam API proxy servers, 13 bot servers, an additional 3 bot servers for marketplace.tf, 1 marketplace.tf webserver, 1 marketplace.tf db server, 1 server that I'm not quite sure what it does, 1 server to host gameservers, 2 websocket servers, a dev environment server, a chat server, and a private filehosting server. I may have missed some.
Do you get so much traffic?
[QUOTE=Fourier;48274350]Do you get so much traffic?[/QUOTE]
This graph of a bat might help.
[img]https://feen.us/oiwrq7.png[/img]
[media]https://youtu.be/GeT-xf4huuU[/media]
[QUOTE=geel9;48274355]This graph of a bat might help.
[img]https://feen.us/oiwrq7.png[/img][/QUOTE]
I believe Alexa has been broken for a while
[QUOTE=Berkin;48274110]That's really cool, does it use the wall's normals to determine how to position the camera?[/QUOTE]
It uses the normals to rotate the character away from the wall - camera positioning is determined using a series of traces based on that rotation.
[QUOTE=Laserbeams;48274370][media]https://youtu.be/GeT-xf4huuU[/media][/QUOTE]
how come its mostly broken on the left
also are you like procedurally removing parts of the mesh or are those different models
[QUOTE=DarKSunrise;48274775]how come its mostly broken on the left
also are you like procedurally removing parts of the mesh or are those different models[/QUOTE]
They're different models.
I haven't noticed the road being more likely to be broken on the left, that's just the video
[QUOTE=Fourier;48274557][IMG]https://brotherpeacemaker.files.wordpress.com/2008/11/floating-money1.jpg[/IMG][/QUOTE]
I don't get it
Nevermind, I got it :v:
Okay, I've [URL="https://bitbucket.org/Nabile/twitch-for-vlc"]updated the Twitch plugin[/URL] one more time to support old highlights that are somehow still used to this day on some channels (is the new type of VODs reserved to partners ?).
Not only was the way they handled old VODs pretty bad, but to get them you have to prefix the video ID by a 'a' for 'b' past broadcasts, and a 'c' for 'c' highlights. What.
I hope there's nothing else apart from 'b', 'c' and 'v' videos.
Also, Lua's [URL="http://lua-users.org/wiki/TernaryOperator"]ternary "operator"[/URL] is pretty funny. At least it's there.
[QUOTE=Laserbeams;48274370][media]https://youtu.be/GeT-xf4huuU[/media][/QUOTE]
Cool! Are you gonna add holes in the middle of the road, and maybe jumps to get over them?
[QUOTE=Rocket;48275002]Sounds like just the kind of thing Docker was meant for.[/QUOTE]
Yes looks like it, but apps have to be built in this kind of frame (Docker) before it has "shipping" capabilities I think
So this is what happens when you randomly corrupt bits of the animation files in LEGO Racers.
[video=youtube;qBd1aRdZFYM]https://www.youtube.com/watch?v=qBd1aRdZFYM[/video]
Still doing tree related things
[t]http://i.imgur.com/lZxe7Ek.jpg[/t]
[editline].[/editline]
[t]http://i.imgur.com/EkwTFPa.jpg[/t]
[editline].[/editline]
[t]http://i.imgur.com/wkKzVRp.png[/t]
[editline].[/editline]
[t]http://i.imgur.com/6FSbSiM.jpg[/t]
Been working on a small framework for opentk, managed to get spritesheets rendering with blending too.
The whole thing is an entity/component based system, which is pretty darn neat!
[vid]http://richardbamford.io/dmp/2015-07-23_17-16-56.mp4[/vid]
Yay for kenny: [url]http://opengameart.org/content/modular-character-pack[/url] (converted to spritesheet using Spriter)
Docker seems interesting but I'm wary of the ridiculous amount of new "web scale" technologies that come and go.
Also I don't wanna have to migrate our entire stack onto docker. Seems like it'd take a fair amount of work.
[QUOTE=geel9;48275808]Docker seems interesting but I'm wary of the ridiculous amount of new "web scale" technologies that come and go.
Also I don't wanna have to migrate our entire stack onto docker. Seems like it'd take a fair amount of work.[/QUOTE]
Well, docker specifically isn't really the thing as much as the fact that you get these easily reproducible environments, need to set up another build server? Given that the groundwork is done, all you'd need to do is fire up another container.
Not to mention that, if you can be certain that all servers of a given type are "identical" or at least close to identical, it's much easier to avoid any potential drift in configurations or versioning.
Containers aren't something that's going to dissapear, even if Dockers lifespan may be dubious, it has quite widespread support. But it's your infrastructure of course :v:
I did some more testing, so here's XInput vs. [I]r = short.MaxValue[/I]:
[img]https://dl.dropboxusercontent.com/u/5013896/forum/Facepunch/Programming%20WAYWO/7.2015/XInput%20Bounded.png[/img]
You can fling the cursor a bit further in the edges if you swing the stick around very quickly, so I assume the sensors aren't read simultaneously.
[vid]http://files.facepunch.com/ziks/2015/July/23/2015-07-23-1643-58.mp4[/vid]
Caves, day / night cycle, different block types can resist varying amounts of explosive damage.
[QUOTE=Profanwolf;48275876]Well, docker specifically isn't really the thing as much as the fact that you get these easily reproducible environments, need to set up another build server? Given that the groundwork is done, all you'd need to do is fire up another container.
Not to mention that, if you can be certain that all servers of a given type are "identical" or at least close to identical, it's much easier to avoid any potential drift in configurations or versioning.
Containers aren't something that's going to dissapear, even if Dockers lifespan may be dubious, it has quite widespread support. But it's your infrastructure of course :v:[/QUOTE]
Containers are here to stay indefinetely. No doubt about that. OpenVZ came to stay, and there are now more container technologies available than ever before, for both good and bad. With Docker, LXC, LXD, Jails, OpenVZ, and many more on the go, it seems that there's no stopping the train.
It also depends on the amount of control or limitation you want the containers to have, because one could easily use BTRFS or proot (or both) to make an incredibly simple container environment.
I mean, there's even [url=https://github.com/p8952/bocker]bocker[/url] which is like docker but implemented in Bash.
For per-service-servers, containers are the way to go. Not everything fits in a per-service-server, and so on, something about unix philosophy, right tool for the job, etc.
[QUOTE=WillKirkby;48275042]So this is what happens when you randomly corrupt bits of the animation files in LEGO Racers.[/QUOTE]
I never understood how you can corrupt things in games while still having them readable.
Do you just know not to corrupt the file header or something? I really have no idea.
[QUOTE=krix;48276516]I never understood how you can corrupt things in games while still having them readable.
Do you just know not to corrupt the file header or something? I really have no idea.[/QUOTE]
The [URL="https://github.com/Rikerz/VRC"]Vinesauce ROM Corruptor[/URL] is a great tool for such. It's meant for Nintendo ROM corruption, but it can handle any file you throw at it. It uses C# and .NET's File for reading files, so it never touches any file headers.
Basically you just tell it to, for example, add 10 to every 700th byte starting from byte #1000. Or replace every 50th byte that happens to be a 2 with a 4. Or shift every 250th byte to the right by 7.
[editline]23rd July 2015[/editline]
Of course, the corruptions often cause the ROM to not work at all, because they managed to break a vital part of the ROM.
[QUOTE=Funley;48276969]The [URL="https://github.com/Rikerz/VRC"]Vinesauce ROM Corruptor[/URL] is a great tool for such. It's meant for Nintendo ROM corruption, but it can handle any file you throw at it. It uses C# and .NET's File for reading files, so it never touches any file headers.
Basically you just tell it to, for example, add 10 to every 700th byte starting from byte #1000. Or replace every 50th byte that happens to be a 2 with a 4. Or shift every 250th byte to the right by 7.
[editline]23rd July 2015[/editline]
Of course, the corruptions often cause the ROM to not work at all, because they managed to break a vital part of the ROM.[/QUOTE]
File headers are part of the file, I think you misunderstand.
[QUOTE=geel9;48277051]File headers are part of the file, I think you misunderstand.[/QUOTE]
Yeah it seems I was confusing it for something else. I don't even know what :v:
[QUOTE=WillKirkby;48275042]So this is what happens when you randomly corrupt bits of the animation files in LEGO Racers.
[video=youtube;qBd1aRdZFYM]https://www.youtube.com/watch?v=qBd1aRdZFYM[/video][/QUOTE]
Oooh Maaan. This game was my jam back in the day.