Search found 5 matches

by Martoon
Fri Nov 20, 2015 10:24 pm
Forum: News
Topic: Friday Facts #113 - Better rail building
Replies: 96
Views: 65217

Re: Friday Facts #113 - Better rail building

In the next example, the first solution found is not optimal, as the curves can be straightened, so extra steps of the algorithm is needed to find a better solution. I take it the heuristic function is not quite admissible (i.e., the cost-to-goal estimate can sometimes be slightly higher than the a...
by Martoon
Mon Jan 05, 2015 10:23 pm
Forum: General discussion
Topic: I can't see this without immediately thinking of Factorio
Replies: 9
Views: 4569

Re: I can't see this without immediately thinking of Factori

LordFedora wrote:I like the reverse of that gif better

"ok, i'm gunna put this block right here, DON'T MESS IT UP THIS TIME"

"lawl, u dn't tell me wut 2 do"

">.>"
Ha! It's like L00-C and ETH-L in the chocolate factory.
by Martoon
Tue Sep 09, 2014 6:36 pm
Forum: News
Topic: Friday Facts #50 Growing secretly
Replies: 28
Views: 24647

Re: Friday Facts #50 Growing secretly

Looks like some good resources here: http://gafferongames.com/networking-for ... terminism/

Forrest Smith (Gas Powered Games developer) recommended this in an article on determinism in Supreme Commander).
by Martoon
Tue Sep 09, 2014 3:42 pm
Forum: News
Topic: Friday Facts #50 Growing secretly
Replies: 28
Views: 24647

Re: Friday Facts #50 Growing secretly

Out of curiosity, how do you plan to get determinism in a PC-based game (with the floating-point variance)? Are you using fixed-point math? I worked for a small studio, doing a RTS in 2003. Everything about the game logic was designed for determinism (fixed timestep, deterministic random number gene...

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