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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Sun Oct 03, 2004 3:43 pm Post subject: |
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phydeaux wrote: | Not only that, but for "scale Multiverse" (whatever the fuck a multiverse is- when posting code it also helps to explain the terminology and what it does) he didn't change the code he clearly copied from the crease Multiverse function, so this code is also incorrect as far as what little functionality it had despite the mistake.
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Thank you for reminding me! I'll have the documentation for the code completed shortly, also.
LeoDraco:
You are right, methods can help these sourcecodes become more reusable. Thank you for your input.
Last edited by tcaudilllg on Sun Oct 03, 2004 3:51 pm; edited 1 time in total
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Sun Oct 03, 2004 3:51 pm Post subject: |
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LordGalbalan wrote: | Even the Sphere RPG engine uses it, so what is not to like? |
I was wondering when you'd bring that up.
I don't think an RPG engine that uses 'GetPersonBlah(name)' instead of having actual objects for entities qualifies as a good example of the virtues of JS.
Then again, that's because Sphere is like nine years old.
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BigManJones Scholar
Joined: 22 Mar 2003 Posts: 196
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Posted: Tue Oct 05, 2004 12:47 am Post subject: |
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Quote: | Thank you for your support! :D |
Go back and read my post again, I was supporting javascript, not your lame code ;P.
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Tue Oct 05, 2004 9:08 am Post subject: |
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LeoDraco, will you discuss the gravitation algorithm with me? I am interested in what you have to say.
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Sirocco Mage
Joined: 01 Jun 2002 Posts: 345
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Posted: Tue Oct 05, 2004 1:18 pm Post subject: |
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The indie RPG scene is now defined, and unless effort is made to improve the baseline quality standards of the games it would produce, it will grow stagnant. The road to better games lies not in architectural agreements alone, but in the power of the individual.
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The road to better games lies in understanding the tenets of good game design, such as simple things like creating clean, consistent user interfaces, engaging dialogue, and world design that doesn't involve creating a lobby for a inn that is approximately 300x300 feet and containing nothing more than two potted plants, four chairs, and a random NPC behind a desk ;)
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Tue Oct 05, 2004 11:29 pm Post subject: |
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Sirocco wrote: | Quote: |
The indie RPG scene is now defined, and unless effort is made to improve the baseline quality standards of the games it would produce, it will grow stagnant. The road to better games lies not in architectural agreements alone, but in the power of the individual.
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The road to better games lies in understanding the tenets of good game design, such as simple things like creating clean, consistent user interfaces, engaging dialogue, and world design that doesn't involve creating a lobby for a inn that is approximately 300x300 feet and containing nothing more than two potted plants, four chairs, and a random NPC behind a desk ;)
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and also shinies.
good games have shinies.
lots of shinies.
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Wed Oct 13, 2004 4:31 pm Post subject: |
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Let's try this again.
Code: |
ScrollPlane with destination, auxiliary, source {
if ((Y origin of auxiliary > Y coordinate of source's sight
AND
(Y origin of auxiliary
< (Y total of auxiliary - Y coordinate of source's sight)))
AND
((X origin of auxiliary > X coordinate of source's sight)
AND
(X origin of auxiliary
< (X total of auxiliary - X coordinate of source's sight))) {
Scroll the viewport with destination, auxiliary, and source
}
else {
Y index of source = Y index of source + Y constant of source
X index of source = X index of source + X constant of source
index of source = 1
}
}
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Better? Implicit? Unimplicit? Is it understood at all? And if it is, to what degree?
Specifically, I want to tag -THE- best way to outline source codes. A universal style that can be understood by everyone who can read.
Comments forthcoming?
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Bjorn Demon Hunter
Joined: 29 May 2002 Posts: 1425 Location: Germany
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Posted: Wed Oct 13, 2004 5:48 pm Post subject: |
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I have no idea what that piece of code is supposed to do, and a burning feeling the same could have been done with a mere two lines or something. Am I right?
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Thu Oct 14, 2004 2:41 am Post subject: |
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Wrong. But it scrolls a plane, be it a game map or an image. However you can define something as a type of plane, it can be used for such. If the plane can scroll no more, then the camera focus is moved instead. It's the skeleton of a scrolling engine, in short.
Nope, can't put that in two lines.
I'm trying to perfect the concept of designing my pseudocodes so that they can be understood by the greatest number of people by casual examination. What could make this code more readable and understandable, do you think?
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Bjorn Demon Hunter
Joined: 29 May 2002 Posts: 1425 Location: Germany
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Posted: Thu Oct 14, 2004 10:01 am Post subject: |
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Maybe stop using "auxiliary" as to me that could mean potentially anything that's just helping or a supplement. Already your first line, possibly the signature of the function, doesn't make any sense to me.
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Thu Oct 14, 2004 3:11 pm Post subject: |
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What if I were to replace destination with d; auxiliary with a; and source with s? Would that help you understand?
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DrunkenCoder Demon Hunter
Joined: 29 May 2002 Posts: 559
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Posted: Thu Oct 14, 2004 3:15 pm Post subject: |
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LordGalbalan wrote: | What if I were to replace destination with d; auxiliary with a; and source with s? Would that help you understand? |
For a man of many crypic words your understanding is chockingly low. Sure auxilary is a way to fancy word to sprinkled around pseudo-code like that but the biggest flaws of the whole goop is that apart from being painfully hard to read it doesn't say a thing about intent it doesn't state what it's purpose is or anything like that. It's just a chunk of random garbage that probably does make sense if you really want it to but since its so clearly lacking anything that could identify what it really is was or could have been most people will just sigh and move on to something that could be as cryptic but at least has the common courtesy to tell them upfront what the heck it's supposed todo. _________________ If there's life after death there is no death, if there's no death we never live. | ENTP
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Thu Oct 14, 2004 6:04 pm Post subject: |
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It's amazing how dedicated all of you are to believing that I'm some self-important elitist intellectual or something. I'm really impressed. :P
It's an ALGORITHM for cryin' out loud! Its use depends on your definition of its components. It's an interaction between data and systems, at its most basic. If you want to put "map" in place of auxillary, and "sprite" in place of source, and the double buffer in place of destination, then you have a scrolling engine for an RPG. That's what it is, that's what it does. An RPG scrolling engine is an instance of a viewport moving over a plane, centered on an object on the plane. What if you use the same concept to scroll a side-scroller? Then do you call the blocks and objects in the side scrolling world a "map"? Not necessarily, more like a level. Is it a waste of energy to rewrite an entire function just to state its variables in terms of a specific instance of it, instead of just passing objects or variables to it that are named in the context of their own use? Well yeah, it definitely is.
You know if you can't figure something out on your own or you don't want to try, then ASK SOMEBODY WHO CAN.
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Sirocco Mage
Joined: 01 Jun 2002 Posts: 345
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Posted: Thu Oct 14, 2004 6:08 pm Post subject: |
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Dunno if this clarifies things any, but in the world of electrical wiring, an auxiliary is used to 'close the loop' between a unit and its controller. For example, a processor sends a signal to a motor starter telling it to engage; and upon completing the action the motor starter sends a signal to the processor through the auxiliary output to indicate that everything is kosher.
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Is it a waste of energy to rewrite an entire function just to state its variables in terms of a specific instance of it, instead of just passing objects or variables to it that are named in the context of their own use? Well yeah, it definitely is.
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We have a term for this: OOP :)
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Fri Oct 15, 2004 3:05 pm Post subject: |
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OK then, again.
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// Planar Scrolling function
ScrollPlane (viewport, map, sprite);
// Algorithm
ScrollPlane with destination, auxiliary, source {
if ((Y origin of auxiliary > Y coordinate of source's sight
AND
(Y origin of auxiliary
< (Y total of auxiliary - Y coordinate of source's sight)))
AND
((X origin of auxiliary > X coordinate of source's sight)
AND
(X origin of auxiliary
< (X total of auxiliary - X coordinate of source's sight))) {
Scroll the viewport with destination, auxiliary, and source
}
else {
Y index of source = Y index of source + Y constant of source
X index of source = X index of source + X constant of source
index of source = 1
}
}
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