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Author Topic: Programming Help Thread (For Dummies)  (Read 100564 times)

Max White

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Re: Programming Help Thread (For Dummies)
« Reply #165 on: June 03, 2011, 07:41:33 am »

Ok, another one of my 'I can think of several ways to do something, and don't know what one to use' questions! This one should be fun for you guys, because I haven't seen this in many games at all, let alone ones like I want to make.

So, I want to make a roguelike. Cool! However, I do not want a single flat, stagnate environment. I want the plane you walk on to exist in a way that emulates three dimensions, without working in three dimensions, and without using z levels. This is sort of tricky to explain because I can not think of any games to reference to here. So, lets say for example, you follow a hallway east, then turn north, walk a bit, turn west, walk a bit, then follow the hall south. Normally, in many RL games, you would have to cross over the eastbound path to continue south. But I want a game where it is like you were going down in a spiral, so without going down clunky stairs, you have moved downward. Or at least it seems like you have moved downward.

I also want this system to extend to 'rooms' so to speak, in the way of making it seem like you are moving inside elevators and trains. You walk into an elevator, press the button to go up, the doors close. Then ninjas drop from the ceiling, you kill them all, and the doors open again to a brand new floor.

Now there are two ways I could do this. The first is between frames, clone the visible tiles and make a brand new level, so although the player has been 'teleported' to an entirely level, it looks the same until they start wandering around, such as leaving the elevator. The other way is to build the level in chunks, so while the player is inside the elevator chunk, and the closed door stops them from seeing outside, I can switch out the chunks for a new floor.

Did that make sense? I hope so. What seat should I take?

MaximumZero

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Re: Programming Help Thread (For Dummies)
« Reply #166 on: June 03, 2011, 08:57:40 am »

Sounds like the second option would probably be the easiest to go with and the most effective for what you want. Another thing to think of would be to make stairs and slopes auto-activate, so that you don't have to button press them.
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Starver

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Re: Programming Help Thread (For Dummies)
« Reply #167 on: June 03, 2011, 09:38:53 am »

If I understand you correvctly, the way I would do it[1] is to have an 'invisible' Z-height.  It all comes out flat, but when a tile connects to a different-Z you could apply a subtle shading effect across the tile.  You'd only see one tile on a given x/y location, and use some simple LOS-rule to work out which one, in the case of (say) a spiral-ramp, with apparent borders between tiles actually disconnected on different Z-levels (not by wall, but by transitioning to different 'underlapping' neighbours) being indicated where the up-a-bit ramp-like tile is lighter but the down-a-bit ramp-like is darker.

I really need to construct a picture to describe that.  Maybe later when I've got time to mess with a paint package.

[1] Did something similar with something which was a bit more esoteric, and (shall we say) non-euclidean...
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Virex

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Re: Programming Help Thread (For Dummies)
« Reply #168 on: June 03, 2011, 10:11:56 am »

I would use an analog of a doubly linked list for the tiles. Each tile has a link to all it's neighbors (usually 4, but you van use any number, for example 5 for conventional staircases). This essentially works similar to your second idea of chunking the level but taken to the extreme.Walking down a spiral staircase or up a conventional staircase would cause the player to enter the cell which to the player looks like it's on another Z-level, but to the code it's exactly the same as moving left or right. This does mean you'll have to hand-code LoS code because most if not all libraries assume you're using arrays. Pathfinding libraries for grids should exist though because it's similar to a link-state routing problem. Besides, pathfinding across Z-levels and through portals should even become simpler with this system, because they're handled in the same way as normal movement.
« Last Edit: June 03, 2011, 10:15:17 am by Virex »
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Siquo

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Re: Programming Help Thread (For Dummies)
« Reply #169 on: June 03, 2011, 10:18:04 am »

Oh, I know a roguelike that does that! It's very irritating!  ;)

*looks it up* Ah, it was called "Vicious Orcs".
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Virex

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Re: Programming Help Thread (For Dummies)
« Reply #170 on: June 03, 2011, 10:20:31 am »

Hell, you could even make a completely non-euclidean roguelike to mess with the players even more ;)
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Nadaka

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Re: Programming Help Thread (For Dummies)
« Reply #171 on: June 03, 2011, 10:28:41 am »

Hell, you could even make a completely non-euclidean roguelike to mess with the players even more ;)

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olemars

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Re: Programming Help Thread (For Dummies)
« Reply #172 on: June 03, 2011, 10:36:16 am »

Okay, I turned x and y into floats, now the code looks like this:
Code: [Select]
snipt
The wave looks funny at the start, then I get a normal sawtooth-ish shape, and then at some point the frequency increases. Decreasing x's increment seems to make that happen faster.
Spoiler: The wave (click to show/hide)

You could plot each contribution individually to see how they behave.
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Virex

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Re: Programming Help Thread (For Dummies)
« Reply #173 on: June 03, 2011, 10:50:09 am »

Okay, I turned x and y into floats, now the code looks like this:
Code: [Select]
...

int main (int argc, char **argv)
{
     float x, y;
     FILE *f = fopen("./bitmap.dib", "w");
     canvas c =  make_canvas(1024, 128, WHITE);

     for (x = 0; x < 1024; x++) { /* x axis */
      y = 64;
      draw_pixel(x, y, c, (RGB){128, 128, 128} );
     }

     for (x = 0; x < 1024; x += 0.1) {
      /*
         y = A * sin( wx + p )
         w = 2 * pi * f           */
      y = 32 * sin(2 * M_PI * 110 * x) +
           16 * sin(2 * M_PI * 220 * x) +
           8  * sin(2 * M_PI * 330 * x) +
           4  * sin(2 * M_PI * 440 * x) + 64;
      draw_pixel((int)x, (int)y, c, BLACK);
     }
     write_bitmap(c, f);
     return 0;
}
The wave looks funny at the start, then I get a normal sawtooth-ish shape, and then at some point the frequency increases. Decreasing x's increment seems to make that happen faster.
Spoiler: The wave (click to show/hide)
The higher your sampling rate, the closer the plotted function should mimic the behavior of the real function. As a mater of fact, unless I am misunderstanding your code, you shouldn't be able to sample the formula with a frequency of 10 Hz because the wave has a frequency of at least 440 hz (so your sampling frequency has to be at least 1/880 and likely more because that's going to give you a sawtooth no matter what). Also you're casting the x to an integer, meaning there's no way you should be able to even see a waveform, because the distance between the waves should be less then a tenth and as a result you should get a band instead of a sawtooth. The waveform you see, with it's changing behavior is most likely because you're seriously under-sampling your formula.


Edit: just tested it with matlab. This is what you get with a sampling frequency of 2000. As you see, it's a pretty nice sawtooth. this is the same figure, but now with a sampling frequency of 200. You can clearly see the effects of undersampling.
« Last Edit: June 03, 2011, 12:34:55 pm by Virex »
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alfie275

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Re: Programming Help Thread (For Dummies)
« Reply #174 on: June 03, 2011, 03:30:28 pm »

Max, you need to think with portals!
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ILikePie

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Re: Programming Help Thread (For Dummies)
« Reply #175 on: June 03, 2011, 04:45:53 pm »

snip
So it does work, nice. draw_pixel plots a pixel on a bitmap, so I can't really pass fractions as coordinates (and I really don't want to rewrite libDib to support vectors, rasterisation or whatever). I'll try writing the wave (properly sampled this time) to a wave file and opening it with Audacity.
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Virex

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Re: Programming Help Thread (For Dummies)
« Reply #176 on: June 03, 2011, 05:14:03 pm »

You could go the other way though. Say you want to plot pixels in the range 0 to 0.01 and you have an x-resolution of 1024. You then compute 1024 values of your function between 0 and 0.01, then plot them on the screen using not their x-value but their place in the sequence. Some pseudocode:
Code: [Select]
Plot_function(function, minX, maxX, resolution, color, canvas)
for i from 0 upto resolution with step size = 1
   with x from miniX upto maxX with steps size =   (maxX - minX)/resolution 
   do draw_pixel(i, function(x), canvas, color)
return canvas
« Last Edit: June 04, 2011, 05:45:21 am by Virex »
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Max White

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Re: Programming Help Thread (For Dummies)
« Reply #177 on: June 03, 2011, 06:09:04 pm »

I would use an analog of a doubly linked list for the tiles. Each tile has a link to all it's neighbors (usually 4, but you van use any number, for example 5 for conventional staircases). This essentially works similar to your second idea of chunking the level but taken to the extreme.Walking down a spiral staircase or up a conventional staircase would cause the player to enter the cell which to the player looks like it's on another Z-level, but to the code it's exactly the same as moving left or right. This does mean you'll have to hand-code LoS code because most if not all libraries assume you're using arrays. Pathfinding libraries for grids should exist though because it's similar to a link-state routing problem. Besides, pathfinding across Z-levels and through portals should even become simpler with this system, because they're handled in the same way as normal movement.

Sounds very sexy! I think I could do that.

Oh, I know a roguelike that does that! It's very irritating!  ;)

*looks it up* Ah, it was called "Vicious Orcs".
Now was it annoying because if the lack of z levels? I will need to get that game and play it a little.
Max, you need to think with portals!
No, you see portals have a more definitive local where you cross them. I want people to not know they have genned a new part of the map. Unless that was a witty reference to the first proposed method.  :P

qwertyuiopas

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Re: Programming Help Thread (For Dummies)
« Reply #178 on: June 03, 2011, 09:23:33 pm »

Valve made completely unnoticable arbitrarily shaped world portals. You couldn't see them, because it used portal technology to just about perfectly join two planes together. They used it mainly for testing map order without having to move everything around, but there is exactly one pair left in game, and a commentary node challenges you to try to find it.

Someone made a TARDIS with it.
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Starver

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Re: Programming Help Thread (For Dummies)
« Reply #179 on: June 03, 2011, 10:26:31 pm »

I really need to construct a picture to describe that.  Maybe later when I've got time to mess with a paint package.

Right.  I had a little mess with Google's Sketchup[1], then I reverted to GIMP to actually put together the 'game-views' I wanted

...darnit TinyPic, why are your CAPTCHA challenges so hard..?  and why are you complaining about some of the .pngs, when they're all edited with the same application?  Well, maybe it's for the best that I don't post every single image I made...



As to arbitrarily shaped portals, not sure about what Valve did, but I had a mess with a similar engine of my own (a long, long, time ago) that was intended to implement... shall we say "cartoon physics".  Tunnels that are only painted on for some agents (AI or human) within the game.  Run through an initially large pipe that on the outside becomes visibly smaller, and you exit at a smaller scale from the other end.  Or the "movable knothole" thing that short cartoon cowboys used to pull down to shoot through.  I reckon that's trivial to deal with, these days.  Indeed, I remember designing Doom levels, back in the day, with maze-tunnels that technically occupied the same space (including in the vertical axis), but because of the way the game engine dealt with LOS you never noticed anything strange going on.  However, it meant I could also arrange (around a central column to fudge away the disconnect point) a game-space with a rotational symmetry of 1/2, 1/3 or whatever... :)  That was fun to unleash upon my fellow Doomers, especially when the entrance to the space was via a split-doorway where each half led to a different part of the cycle, and if you were chasing someone and happened to take the other part of the doorway, they looked like they'd disappeared... :)

[1] Been meaning to give it a go, so downloaded it just before I left work.  Ok, so for the first hour or two at home I remodelled my workplace plans that I've been fiddling with...  and then got used to some of the peculiarities of the package (should have stuck with my regular CAD program, but no point repeating the exercise, now), but eventually I got around to dealing with this particular problem. :)
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