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General fluff => Announcements => Topic started by: Josh @ Dreamland on June 03, 2010, 12:14:07 pm

Title: Tentative Todo
Post by: Josh @ Dreamland on June 03, 2010, 12:14:07 pm
This is what's going on and what will be going on before release.

Current Todo:
What's just been done recently includes a fix on global declarations as well as testing of all drawing functions. Only draw_ellipse doesn't work, and I will fix that "soon."
Title: Re: Tentative Todo
Post by: IsmAvatar on June 03, 2010, 01:38:02 pm
That was the drawing function I used the most >_<
Title: Re: Tentative Todo
Post by: Josh @ Dreamland on June 03, 2010, 01:58:53 pm
it draws -something- of an ellipse. It's actually two parabolas stuck together, because serp doesn't believe in sqrt or trig.
Title: Re: Tentative Todo
Post by: RetroX on June 03, 2010, 02:35:16 pm
But a parabolic curve isn't the same as a circular curve. :/
Title: Re: Tentative Todo
Post by: Josh @ Dreamland on June 03, 2010, 02:40:51 pm
Painfully aware. :P
Serp recommends I rename it draw_serplipse().
Title: Re: Tentative Todo
Post by: luiscubal on June 03, 2010, 03:06:32 pm
draw_elipse isn't that hard. It's just cos and sin, multiplied by a number plus another number and drawed inside a loop. In OpenGL, at least, it is pretty easy.
Sure, this doesn't use precomputed trigonometry tables, etc. etc., but unless you need some terrific efficiency, this is pretty good.
Title: Re: Tentative Todo
Post by: RetroX on June 03, 2010, 03:43:07 pm
Also, as a completely random thought: the number of points on the circle should be settable in points per pixel, not 0-64.  Unless that's how it's already done.
Title: Re: Tentative Todo
Post by: retep998 on June 03, 2010, 04:23:32 pm
Also, as a completely random thought: the number of points on the circle should be settable in points per pixel, not 0-64.  Unless that's how it's already done.
Remove the cap on 0-64 is a better idea but if you really want points per pixel...
number_of_sides = radius*points_per_pixel*2*pi;
Title: Re: Tentative Todo
Post by: RetroX on June 03, 2010, 04:53:12 pm
Also, as a completely random thought: the number of points on the circle should be settable in points per pixel, not 0-64.  Unless that's how it's already done.
Remove the cap on 0-64 is a better idea but if you really want points per pixel...
number_of_sides = radius*points_per_pixel*2*pi;
Yes but it's reliant on a function that I really don't want to mess with every time that I draw a circle/ellipse/roundrect.
Title: Re: Tentative Todo
Post by: freezway on June 03, 2010, 05:30:57 pm
so will speed/direction work?
Title: Re: Tentative Todo
Post by: polygone on June 03, 2010, 05:39:22 pm
What about the collision system?
Title: Re: Tentative Todo
Post by: Josh @ Dreamland on June 03, 2010, 07:05:04 pm
luis: We're going for terrific efficiency.
freezway: That's part of the new instance system, yes.
polygone: Luda doesn't seem to want to continue. I'll ask him about it again sooner or later.
Title: Re: Tentative Todo
Post by: IsmAvatar on June 03, 2010, 07:10:18 pm
And I'm guessing you still never got him to get it on an SVN of some sort? So for all you know, he could have been doing absolutely nothing, and just leading you on that he was making good progress?
Title: Re: Tentative Todo
Post by: Josh @ Dreamland on June 03, 2010, 09:07:28 pm
He never claimed that he was working on it the entire time nor that he was making good progress; just that at some point some progress was made. If he does it, it will be good, and I will use it. If he does not, I will try to run with his ideas that he forwarded to me; they were pretty good ones.

Aside from retep, who doesn't have experience in pixel perfect collisions, no one has volunteered to work on the system. I'm in no position to just start working on it; if he is going to finish it he'll have to do so before I finish that list above and do it myself.
Title: Re: Tentative Todo
Post by: retep998 on June 03, 2010, 09:24:29 pm
I volunteer to code anything which doesn't involve working with assembly, java, or pre-existing code.
Title: Re: Tentative Todo
Post by: RetroX on June 04, 2010, 04:49:42 pm
I volunteer to code anything which doesn't involve working with assembly, java, or pre-existing code.
This
Title: Re: Tentative Todo
Post by: retep998 on June 04, 2010, 05:21:09 pm
I volunteer to code anything which doesn't involve working with assembly, java, or pre-existing code.
This
Code: [Select]
class This{

};
You haven't told me anything about This yet so I can't really do much more than that.
Title: Re: Tentative Todo
Post by: RetroX on June 04, 2010, 05:22:44 pm
I volunteer to code anything which doesn't involve working with assembly, java, or pre-existing code.
This
Code: [Select]
class This{

};
You haven't told me anything about This yet so I can't really do much more than that.
Code: [Select]
class that : public This
  {
  };
Title: Re: Tentative Todo
Post by: retep998 on June 04, 2010, 05:28:55 pm
I volunteer to code anything which doesn't involve working with assembly, java, or pre-existing code.
This
Code: [Select]
class This{

};
You haven't told me anything about This yet so I can't really do much more than that.
Code: [Select]
class that : public This
  {
  };
Code: [Select]
#include <vector>
class these : public vector<This>{
};
Title: Re: Tentative Todo
Post by: RetroX on June 04, 2010, 05:40:29 pm
I volunteer to code anything which doesn't involve working with assembly, java, or pre-existing code.
This
Code: [Select]
class This{

};
You haven't told me anything about This yet so I can't really do much more than that.
Code: [Select]
class that : public This
  {
  };
Code: [Select]
#include <vector>
class these : public vector<This>{
};
Syntax error: class inherited as template
Title: Re: Tentative Todo
Post by: Rusky on June 04, 2010, 06:25:08 pm
Not a syntax error. But this is better anyway:
Code: [Select]
typedef These vector<This>;
Title: Re: Tentative Todo
Post by: RetroX on June 05, 2010, 11:24:20 am
Not a syntax error. But this is better anyway:
Code: [Select]
typedef These vector<This>;
Well, it gave me a syntax error the last time that I did something like that. :/
Title: Re: Tentative Todo
Post by: Rusky on June 05, 2010, 02:11:30 pm
GCC gives me a completely wrong error message if I'm missing the std:: or don't have vector #include'd. That might have been it.
Title: Re: Tentative Todo
Post by: IsmAvatar on June 06, 2010, 09:52:28 am
Code: [Select]
#include <these.h>
#define Those These
Title: Re: Tentative Todo
Post by: luiscubal on June 06, 2010, 12:02:19 pm
If These is a type, wouldn't a typedef be better than a #define?
Title: Re: Tentative Todo
Post by: freezway on June 06, 2010, 11:20:44 pm
WHERE IS MY ENIGMA! No, seriously, progress update? you said it would be done by now.
Title: Re: Tentative Todo
Post by: Game_boy on June 07, 2010, 11:04:13 am
you said it would be done by now.

This is Josh we're talking about.
Title: Re: Tentative Todo
Post by: Josh @ Dreamland on June 07, 2010, 11:57:30 am
Sometimes, "real life" causes me grief in the most unexpected of times. I will be making a post about something truly amazing here in a bit. Wait for it.
Title: Re: Tentative Todo
Post by: TheExDeus on June 07, 2010, 12:45:49 pm
waiiitiiing.. for it..
Title: Re: Tentative Todo
Post by: luiscubal on June 07, 2010, 01:19:12 pm
Quote
truly amazing (...) in a bit
Are you going to announce that ENIGMA R4 is so efficient that games written in it can fill in a single bit?
Title: Re: Tentative Todo
Post by: Game_boy on June 07, 2010, 01:53:53 pm
Quote
truly amazing (...) in a bit
Are you going to announce that ENIGMA R4 is so efficient that games written in it can fill in a single bit?

You write some vague ideas down in the code editor and it makes a game for you?
Title: Re: Tentative Todo
Post by: retep998 on June 07, 2010, 02:18:28 pm
Quote
truly amazing (...) in a bit
Are you going to announce that ENIGMA R4 is so efficient that games written in it can fill in a single bit?

You write some vague ideas down in the code editor and it makes a game for you?
I just imagine the game and enigma reads my mind and makes my game better than I could've imagined.
Title: Re: Tentative Todo
Post by: luiscubal on June 07, 2010, 02:30:00 pm
Quote
I just imagine the game and enigma reads my mind and makes my game better than I could've imagined.
But does that fit in a single bit like Josh claimed?
Title: Re: Tentative Todo
Post by: retep998 on June 07, 2010, 02:32:04 pm
Quote
I just imagine the game and enigma reads my mind and makes my game better than I could've imagined.
But does that fit in a single bit like Josh claimed?
Yes because it is a quantum bit.
Title: Re: Tentative Todo
Post by: Josh @ Dreamland on June 07, 2010, 02:40:33 pm
I love speculation. No, I meant truly amazing on the scale of a flexible instance system. Something to fix Game Maker's poorly documented event behavior.
Title: Re: Tentative Todo
Post by: MahFreenAmeh on June 07, 2010, 05:40:52 pm
developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers developers
Title: Re: Tentative Todo
Post by: retep998 on June 07, 2010, 06:50:49 pm
windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows windows
Title: Re: Tentative Todo
Post by: serprex on June 07, 2010, 08:14:28 pm
The concept of reducing the size of a game and its being an idea. A one bit game is a one bit idea. Unfortunately x86 isn't entirely suitable as a measurement. Also resources. Josh had an error, I stated *&. It solved his error, though only for another. It caused me to think about how much information was communicated. High estimate is 14bits. Of all the vast amounts of information churned by both him and I, 14 bits were all he required from me. So small in comparison to it all. It's the power of diff. The PAQ inspired competition of wiki text compression presumes compression and AI to be intertwined, having proved optimal compression to require a predictor model. It's true in so far as the leader in the competition had to modify PAQ to account for some semantic analysis of English. To note, they add the decompressor to the compressed text's size. 14 bits of compressed information were all Josh needed from me, but the data involved is still the entirety of his mind which he projected towards the transmission. I sent the characters individually, thus he misinterpreted the first character. Branch prediction plays in somewhere. Whatever, it's all just pattern matching
Title: Re: Tentative Todo
Post by: freezway on June 07, 2010, 10:22:10 pm
^^^^ thar be bullshit!
Title: Re: Tentative Todo
Post by: retep998 on June 07, 2010, 10:36:49 pm
(http://hornbillunleashed.files.wordpress.com/2009/10/bullshit.jpg)
Title: Re: Tentative Todo
Post by: Josh @ Dreamland on June 07, 2010, 11:55:35 pm
<____<"