123
-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|550|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Question of the Day -> QOTD : What're you working on?

Wed, 03 Jun 2009, 07:26
Jayenkai
Anyone working on a major project, lately?

I'll get back to JNKPlat3D09 in a few days, but wanted to take a break, so I'm back to MidletPascal to see what crazy phone stuff I can achieve..
I might try messing with transparencies, today, and see how it copes with that.. I'm not expecting much!!

QOTD : What're you up to?

-=-=-
''Load, Next List!''
Wed, 03 Jun 2009, 07:36
Phoenix
Well I've started my language project once again (no more pointing fingers at me!). The blog has already received two new posts, although I've had some time issues the past few days. It will happen though!
Wed, 03 Jun 2009, 07:48
oscar
I'm actually started work on the Devcrunch revival, as well as a couple of other projects (musoconnect.com.au being one of them).

I should get them done sometime soon. I keep getting interrupted by clients asking me to do work for them
Wed, 03 Jun 2009, 07:58
Afr0
I started writing a small tool for extracting and modifying (?) *.iff files from The Sims and The Sims Online.
So far... I haven't been exceptionally successful, but I keep filling out time by working on my animated movie I'm working on @home.
Several examples have been shown in the MudChat already - expect to see more!

-=-=-
Afr0 Games

Project Dollhouse on Github - Please fork!
Wed, 03 Jun 2009, 09:11
zebeste
I'm working on Doom Duel, a fps I planned for a long time. Got quite a bit done last weekend, but before moving on I'm reviewing some of my design decisions.
Wed, 03 Jun 2009, 09:56
Scherererer
I'm making a blog/showcase site for myself right now, and casually working on a fighting game similar to super smash brothers in b3d.

Mainly though, I'm working on my classes, and an "automated underwater vehicle" robot for the AUVSI competition at my university's robotics club.

-=-=-
YouTube Twitter
Computer Science Series: Logic (pt1) (part 2) (part 3) 2's Complement Mathematics: Basic Differential Calculus
Wed, 03 Jun 2009, 10:21
shroom_monk
I really wish I was working on something, but exams are coming up, and school work is always looming over me. I have lots of ideas, I just haven't started any of them. But I will... eventually...

-=-=-
A mushroom a day keeps the doctor away...

Keep It Simple, Shroom!
Wed, 03 Jun 2009, 11:42
spinal
I recently started work on a small organizer app for the DS. I'm hoping to get further than a couple of scrolling icons, but as always, my attention span will be my downfall.

-=-=-
Check out my excellent homepage!
Wed, 03 Jun 2009, 16:44
flying_cucco
@oscar "Equiptment Shop"?

I have restarted my RPG, but I'm not very far along.
Thu, 04 Jun 2009, 01:01
cthug
I am currently working on a open-sourced cross compiler, using FASM and GNU tools as a backend. It is called cod3d (pronounced "coded"), mainly aimed at 2d and 3d games programming using SDL with openGL. Site is currently down but is here cod3d.co.nr.

-=-=-
CTHUG.co.nr
Get Ubuntu
Thu, 04 Jun 2009, 04:29
Afr0
Uhm?
A language that uses SDL? Does that mean that the syntax will be similar to C/C++ using the SDL API, or will the SDL API simply be the 'engine' underneath the language?

Edit: If I were you, I'd go for Granny 3D for 3D graphics. The Sims 3 uses it!!

-=-=-
Afr0 Games

Project Dollhouse on Github - Please fork!
Thu, 04 Jun 2009, 04:49
JL235
Granny3D is over $12,500 for one license for one product. Even then Cthug will almost certainly need to get a different custom license to allow him to be able to redistribute with his language.
Thu, 04 Jun 2009, 11:32
blanko1324
Same damn game...



AI is all that's left though.

-=-=-
My Twitter
Thu, 04 Jun 2009, 15:04
Jayenkai
Only AI?
Thu, 04 Jun 2009, 15:55
blanko1324
Also, some visual improvements...it's looking pretty bare at the moment. But yeah AI, but that's a hell of a lot.

-=-=-
My Twitter
Thu, 04 Jun 2009, 16:05
Jayenkai
Try not to overthink it.
I did a whole bunch of crazy overthinking when it came to Tic-Tac-Toe.. but in actual fact it was simple..

Check line
if you can win, go there.
if other can win, go there.
All Lines
If no line picked, go anywhere!

That's pretty much the whole AI!
A lot easier than I'd got it in my head.
So..
You know..
Try to simplify it!

-=-=-
''Load, Next List!''
Thu, 04 Jun 2009, 19:14
JL235
It depends on if you want generic AI you can play against, or AI that always picks the best move. If it's the first then I'm sure Jay's it's perfect. If it's the latter then I'm sure you can find some academic papers on the moves in Tic-Tac-Toe.
Thu, 04 Jun 2009, 19:58
cthug
For my language, it wont use SDL or openGL directly, but have its own simpler library that uses SDL and openGL for rendering.

-=-=-
CTHUG.co.nr
Get Ubuntu
Thu, 04 Jun 2009, 22:01
Scherererer
You basically just need to make a backtracing algorithm for any puzzle-type or board-type game. Try all possible moves, and if it doesn't result in failure within some specified depth, then try that one.

We went over the "unbeatable tic-tac-toe" algorithm in class, which was a backtracing & min-max trees algo.

Source here: www.cs.ucf.edu/~dmarino/ucf/cop3502/sampleprogs/tttcomp.c
Another backtracing example: www.cs.ucf.edu/~dmarino/ucf/cop3502/sampleprogs/eightqueens.c

-=-=-
YouTube Twitter
Computer Science Series: Logic (pt1) (part 2) (part 3) 2's Complement Mathematics: Basic Differential Calculus
Fri, 05 Jun 2009, 00:07
JL235
With your backtracking algorithm, do you mean like building a tree of all possible moves? Each level of nodes representing a round of moves and only going as deep as the depth of moves for the game. That's how I'd structure it.
Fri, 05 Jun 2009, 09:31
Scherererer
JL235 With your backtracking algorithm, do you mean like building a tree of all possible moves? Each level of nodes representing a round of moves and only going as deep as the depth of moves for the game. That's how I'd structure it.


yes

-=-=-
YouTube Twitter
Computer Science Series: Logic (pt1) (part 2) (part 3) 2's Complement Mathematics: Basic Differential Calculus
Sat, 06 Jun 2009, 11:55
omadan
Currently working on my 2d platformer, called Fluffy in the enchanted Land.
It is going ace

www.gibconnect.com/~waroma/Fluffy_Demo.zip
Sat, 06 Jun 2009, 16:35
mindstorm8191
I made an AI player for this game similar to tictactoe. It would basically take a random board pattern, and remember how often it won or lost for each possible direction. The longer the game lasted after the given direction, the smaller of a score that direction was given. So, each game would make this AI player play just a little bit better, until it would start winning. I got it to where, if I chose the same two moves into the game, the AI would beat me in a couple more turns, there was nothing I could do to stop it!

-=-=-
Vesuvius web game