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Re: Friday Facts #56 - A lot of stuff
Posted: Sun Oct 19, 2014 3:28 pm
by Plop and run
Just wondering... for roboports, why not just draw a spanning tree (or a spanning tree + convex hull if bounds are THAT important) instead of triangulation?
Re: Friday Facts #56 - A lot of stuff
Posted: Sun Oct 19, 2014 3:45 pm
by ssilk
http://en.wikipedia.org/wiki/Spanning_Tree_Protocol
Interesting.
But for me as player I would be confused, cause I cannot make a connection with the next roboport, but only all around through the whole network of roboports and then from "backwards" connected.

Re: Friday Facts #56 - A lot of stuff
Posted: Sun Oct 19, 2014 4:52 pm
by Plop and run
... what

? I was talking about spanning trees from graph theory, you can place your stuff wherever you want, it's just a visual representation that minimizes the number of lines drawn.
Re: Friday Facts #56 - A lot of stuff
Posted: Sun Oct 19, 2014 5:09 pm
by Jimlad
If you're having difficulty implementing gates, why not simply substitute them with forcefields? The mechanics of the implementation will be far easier, and you won't have to worry about inconsistencies such as when the gate animation is open but you still want it to act as a barrier to biters etc. There won't be any difference to the player, as the functionality ought to be identical to gates. Another possible advantage is that if you choose, you could have conveyers going through forcefields as well, whereas that won't be possible with gates. Plus - lots of possibilities for cool effects!
Re: Friday Facts #56 - A lot of stuff
Posted: Sun Oct 19, 2014 5:22 pm
by krux02
your triangulation doesn't look like it's a Delaunay triangulation. I think if you would implement that, it would improve the visualization even more. There is an incremental edge flip based triangulation algorithm for that, that would fit perfectly for this case, because of the incremental nature of adding roboports.
Re: Friday Facts #56 - A lot of stuff
Posted: Sun Oct 19, 2014 6:05 pm
by Nova
@Jimlad: Well, in my opinion, force fields as gates are slightly worse than normal gates. Not much, but I would prefer normal "hard" gates. Maybe both? Being able to upgrade them would be nice. An additional research would be nice.
Re: Friday Facts #56 - A lot of stuff
Posted: Sun Oct 19, 2014 7:18 pm
by Drury
Jimlad wrote:If you're having difficulty implementing gates, why not simply substitute them with forcefields? The mechanics of the implementation will be far easier, and you won't have to worry about inconsistencies such as when the gate animation is open but you still want it to act as a barrier to biters etc. There won't be any difference to the player, as the functionality ought to be identical to gates. Another possible advantage is that if you choose, you could have conveyers going through forcefields as well, whereas that won't be possible with gates. Plus - lots of possibilities for cool effects!
I'd prefer to have hard gates to correspond with walls, but a laser fence tech would be awesome!
Re: Friday Facts #56 - A lot of stuff
Posted: Sun Oct 19, 2014 9:09 pm
by -root
Tiberium Sun anybody?

Re: Friday Facts #56 - A lot of stuff
Posted: Sun Oct 19, 2014 9:21 pm
by Nova
Yepp. One very nice feature of Tiberian Sun - now in Factorio!

Re: Friday Facts #56 - A lot of stuff
Posted: Sun Oct 19, 2014 10:28 pm
by ssilk
Plop and run wrote:... what

? I was talking about spanning trees from graph theory
Off topic: A "Spanning tree" is in German two different things: Either the above mentioned "Spanning tree protocol", which isn't translated in German and the "Spannbaum" (could be translated to English like "Spanntree"). That is what you mean:
http://de.wikipedia.org/wiki/Spannbaum
http://en.wikipedia.org/wiki/Spanning_tree
Re: Friday Facts #56 - A lot of stuff
Posted: Mon Oct 20, 2014 7:11 am
by MF-
by the way:
that thing has a neat czech name (using "wikipedia translation")
http://cs.wikipedia.org/wiki/Kostra_grafu
Re: Friday Facts #56 - A lot of stuff
Posted: Mon Oct 20, 2014 7:34 am
by Drury
YES
Spooky scary graph skeletons, perfect for halloween.
Re: Friday Facts #56 - A lot of stuff
Posted: Tue Oct 21, 2014 4:41 am
by xnmo
Can't. Wait. For. TANK
Need to roll over some pesky biters and their icky abodes beneath my treads

Re: Friday Facts #56 - A lot of stuff
Posted: Tue Oct 21, 2014 12:56 pm
by Align
If we get mobile spitters, does this mean worms can be nerfed and not be such a pain in the butt to deal with? Or should I expect to rely on the tank for them?
Re: Friday Facts #56 - A lot of stuff
Posted: Tue Oct 21, 2014 2:32 pm
by Marbles
I think the tank will be a great help in killing the worms yes
Re: Friday Facts #56 - A lot of stuff
Posted: Fri Oct 24, 2014 9:46 pm
by bobingabout
When placing roboports at the far reachs of the range (for maximum coverage over maximum spread) I use the dotted connection lines to see, not only if I'm placing the roboport in the correct place, but if there is already a roboport to me N, NE, E, SE, S, SW, W and NW. if I don't see all 8 lines, that means at least 1 is missing, and I need to head over there and place another roboport.
With the new Triangulation method, would it still link to ALL roboports that are not on screen?
if the answer is no... please make the linkage triangulation a toggleable variable in the options, rather than forced upon us all.
Another thing I noticed, one of the reasons I read for moving to the triangulation method was to reduce lag caused by drawing too many sprites at once... I find that, especially when you only have the 8 links to roboports off screen, drawing that orange and green logistic and construction field takes WAY more power than the link lines.
Re: Friday Facts #56 - A lot of stuff
Posted: Fri Oct 24, 2014 10:03 pm
by Boogieman14
Bob makes a good point. Perhaps it could be made so that when placing a new roboport, the triangulation doesn't occur and instead all lines are shown. Use the triangulation only when hovering over anything in the logistics network. (or make even this a configuration option, something like "Use triangulation" with choices "Always"|"Always except placing roboports"|"Never")
Re: Friday Facts #56 - A lot of stuff
Posted: Sat Oct 25, 2014 5:09 am
by ssilk
Hm. I would like to see the 8 Roboport positions (N, NE, E, SE ...), which touch the existing.
AND (!) their continuations. I mean: I want to occupy a big area. Fast. But I need to wait for placing the current Roboport, until I can place the next. I want to speed this up a lot: place all roboports at the right points, cable them and some minutes later they are all set up. Instead of half an hour. Therefore I need to see the right places for my roboports.
Idea: when I shift-right click on a entity (copy), and want to place it, the game displays me the most useful places. In this case the most far places in the 8 directions.
Oh and I think the roboports should be able to connect a power cable to another Roboport (a bit kind of special connection). No need to place extra poles, I think this will speed the game up a lot.
Edit: and the ability to place ghost buildings on wood (or other buildings): when using a special key combi (Ctrl, shift for example) the ghost or blueprint will first destruct everything on ground and then build. And a slightly bigger area for destruction then for construction, cause for roboports so far at the ranges you need currently to cut/shoot the wall by hand, before you can place it.
Re: Friday Facts #56 - A lot of stuff
Posted: Sat Oct 25, 2014 5:41 pm
by xnmo
Those are all great suggestions ssilk, would certainly improve logistic network usability a ton.
Re: Friday Facts #56 - A lot of stuff
Posted: Mon Oct 27, 2014 7:03 am
by kovarex
The triangulation is only applied to existing roboports. When building new roboport, you see all connections, we play the game as well, so we know what would be annoying
