Search found 5 matches
- 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...
- 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
Ha! It's like L00-C and ETH-L in the chocolate factory.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"
">.>"
- Mon Jan 05, 2015 10:02 pm
- Forum: General discussion
- Topic: I can't see this without immediately thinking of Factorio
- Replies: 9
- Views: 4569
- 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).
Forrest Smith (Gas Powered Games developer) recommended this in an article on determinism in Supreme Commander).
- 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...