Tetris... in Factorio?
Tetris... in Factorio?
Having played a few dozen hours, I absolutely love the game... and am particularly intrigued by the circuit-related possibilities.
What do you think... it should be possible to implement a working Tetris game in Factorio, right?
What do you think... it should be possible to implement a working Tetris game in Factorio, right?
Re: Tetris... in Factorio?
The circuits should be turing complete, so it's theoretically possible to make anything you want with the circuits (limited by space). Whether or not anyone on these forums has the brains and patience to make tetris work is another matter...
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Re: Tetris... in Factorio?
Using combinators and lights as pixels, it theoretically could be done.
Re: Tetris... in Factorio?
I'm already working on this.
The 7 colored lights in 0.13 will be perfect.
The main problem is getting player input, it is quite awkward without mods.
The 7 colored lights in 0.13 will be perfect.
The main problem is getting player input, it is quite awkward without mods.
Re: Tetris... in Factorio?
Challenge accepted.DaveMcW wrote:I'm already working on this.
The 7 colored lights in 0.13 will be perfect.
The main problem is getting player input, it is quite awkward without mods.
Re: Tetris... in Factorio?
Challenge partially completed:XKnight wrote:Challenge accepted.DaveMcW wrote:I'm already working on this.
The 7 colored lights in 0.13 will be perfect.
The main problem is getting player input, it is quite awkward without mods.
Unfortunately rotation was not implemented, because I am tired and this challenge a little bit boring.
But maybe I will come back to this task tomorrow
Re: Tetris... in Factorio?
Some inspiration for rotation (and wall kicks!): https://tetris.wiki/SRS
Re: Tetris... in Factorio?
That looks cool. How do you store the game state?
Re: Tetris... in Factorio?
Simple 2D array with 0/1 in each cell:kovarex wrote:That looks cool. How do you store the game state?
0 1 0 0 1 1
0 1 0 1 1 0
0 1 1 1 1 0
0 0 1 1 1 1
0 1 1 0 0 0
Each column can be represented as a single number:
0 1 0 0 1 1 | 16|
0 1 0 1 1 0 | _8|
0 1 1 1 1 0 | _4| => 0 29 7 14 30 18
0 0 1 1 1 1 | _2|
0 1 1 0 0 0 | _1|
Each number is stored as a unique signal
0 29 7 14 30 18 => "A" 0, "B" 29, "C" 7, "D" 14, "E" 30, "F" 18
As a result you can store 2D array with dimensions 180 x 32 inside one combinator.
Second combinator is used to store falling object.
Re: Tetris... in Factorio?
OMFGXKnight wrote:Challenge partially completed:XKnight wrote:Challenge accepted.DaveMcW wrote:I'm already working on this.
The 7 colored lights in 0.13 will be perfect.
The main problem is getting player input, it is quite awkward without mods.
Unfortunately rotation was not implemented, because I am tired and this challenge a little bit boring.
But maybe I will come back to this task tomorrow
I have the cape.
I make the fucking whoosh noises.
I make the fucking whoosh noises.
Re: Tetris... in Factorio?
I decided to start working on the improved version, main goals:XKnight wrote: Unfortunately rotation was not implemented, because I am tired and this challenge a little bit boring.
But maybe I will come back to this task tomorrow
- add rotation
- simplify collision check
- simplify L/R move
- reduce cycle length below 15 ticks at least
- increase interface responsiveness
Re: Tetris... in Factorio?
Cool, that is the reason there are 30 rows I guess (2^31 is the limit of the cominator numbers).XKnight wrote:Simple 2D array with 0/1 in each cell:kovarex wrote:That looks cool. How do you store the game state?
0 1 0 0 1 1
0 1 0 1 1 0
0 1 1 1 1 0
0 0 1 1 1 1
0 1 1 0 0 0
Each column can be represented as a single number:
0 1 0 0 1 1 | 16|
0 1 0 1 1 0 | _8|
0 1 1 1 1 0 | _4| => 0 29 7 14 30 18
0 0 1 1 1 1 | _2|
0 1 1 0 0 0 | _1|
Each number is stored as a unique signal
0 29 7 14 30 18 => "A" 0, "B" 29, "C" 7, "D" 14, "E" 30, "F" 18
As a result you can store 2D array with dimensions 180 x 32 inside one combinator.
Second combinator is used to store falling object.
I'm quite surprised, that the setup is not too big, making this using redstone would probably be a lot bigger.
Is the map accessible?
It would be good to have some kind of button + switch entities to play with these kind of things, I'm not sure if we have it in the roadmap for 0.13, but it would be really easy to do.
Re: Tetris... in Factorio?
Sorry, but I can not share the whole map, because it contains several other unique contraptions...kovarex wrote: Is the map accessible?
But you can find blueprint string for tetris here: http://factorioblueprints.com/view/hYvDtGfpLg8MjmYaS
You should put 1 green circuit into the "Interface chest" to move figure left, 1 red circuit - to move right.
To erase map you should rebuild "Map" combinator.
Just a small hint: you can place red/greed circuits on your quickbar (under the key "1" and "2"), and do not close chest window while playing.
Re: Tetris... in Factorio?
Blimey. I am filled with speechless amazement.
Wow!
Wow!
Re: Tetris... in Factorio?
I am building a 7-color display, so I need 200 unique color signals. (Because colored lamps require a color signal.)
That means every lamp needs its own wire and decoder. Here is the board before it is wired up. This is going to be like my days in IT wiring a patch panel.
I am optimizing for speed, which means massively parallel circuit design. Each of the 200 lamps has its own memory cell. Each memory cell has 11 built-in functions with direct memory access.
I'm a bit worried this will drop Factorio below 60 FPS.
That means every lamp needs its own wire and decoder. Here is the board before it is wired up. This is going to be like my days in IT wiring a patch panel.
I am optimizing for speed, which means massively parallel circuit design. Each of the 200 lamps has its own memory cell. Each memory cell has 11 built-in functions with direct memory access.
I'm a bit worried this will drop Factorio below 60 FPS.
Re: Tetris... in Factorio?
Not sure if I've got this right
200 cells@ 65 tiles/ cell + ~500 for the display ~13500/1024 =13+ chunks = EPIC!
200 cells@ 65 tiles/ cell + ~500 for the display ~13500/1024 =13+ chunks = EPIC!
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Re: Tetris... in Factorio?
DaveMcW wrote:The main problem is getting player input, it is quite awkward without mods.
Kovarex wrote:It would be good to have some kind of button + switch entities to play with these kind of things, I'm not sure if we have it in the roadmap for 0.13, but it would be really easy to do.
This sort of situation is the exact reason I made the pressure plates mod. Using three pressure plates to control the left, right, and rotate functions would be a lot easier than placing things into a chest. I would be super happy if my mod could help make such a great build possible.XKnight wrote: You should put 1 green circuit into the "Interface chest" to move figure left, 1 red circuit - to move right.
To erase map you should rebuild "Map" combinator.
Last edited by Dr. Walrus on Mon Mar 21, 2016 9:31 pm, edited 3 times in total.
Re: Tetris... in Factorio?
The bottom line for this week FFF is clear now.
Cool suggestion: Eatable MOUSE-pointers.
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Re: Tetris... in Factorio?
Finally I found some time to finish this Tetris...XKnight wrote:I decided to start working on the improved version, main goals:XKnight wrote: Unfortunately rotation was not implemented, because I am tired and this challenge a little bit boring.
But maybe I will come back to this task tomorrow
- add rotation
- simplify collision check
- simplify L/R move
- reduce cycle length below 15 ticks at least
- increase interface responsiveness
- removed global clock generator. This is the most significant improvement, because using GCG always means dirty and slow solution, but this solution can be implemented very fast. As a result, new main cycle has variable length (6 or 7 ticks) and it is about 3 times faster than previous build (20 ticks). I even had to put 3 smart inserters more, because one smart insert is not capable to handle new speed.
- lots of things were simplified: previous build used 150 combinators, new one - 125.
- added possibility to rotate object.
- added possibility to perform several rotation/moves per one fall (by default 4 moves).
- added possibility to temporary increase falling speed (x5).
Known issues: slow filled line processing (due to incompatibility with new data representation); may be improved in future.
Also wall kicks (from original tetris) may be easily added, the only missed thing is an array with predefined offsets.
Details you can find here: http://factorioblueprints.com/view/abdtJi9NCcQAYyyw7
Last edited by XKnight on Thu Mar 24, 2016 8:20 pm, edited 1 time in total.
Re: Tetris... in Factorio?
Awesome!
"if speed one day kills me don't be sad because i was smiling"
Paul Walker
Paul Walker