Search found 157 matches

by vishnou00
Wed Aug 04, 2004 7:24 am
Forum: Programming
Topic: Galaxy Maker
Replies: 7
Views: 2527

If we're going into specific, I could as well say how I did it. Create an array of x*y unsigned integers, with initial value around 100. Evaluate the sum of all the elements (so if x*y=160000, it is around 16000000). Generate a random value between 0 and that sum. Consider the following for loop for...
by vishnou00
Tue Aug 03, 2004 9:08 pm
Forum: Graphics
Topic: Animated planet files
Replies: 100
Views: 17336

Well, wouldn't bitmap animation be useful elsewhere? Like animated heads for leaders, explosions/smoke trails in battle viewer, etc. It could be an alternative to handcoding eyecandies. Like Geoff suggested, it could be used to animate textures, with a much lighter memory footprint than framesets, i...
by vishnou00
Tue Aug 03, 2004 8:44 pm
Forum: Programming
Topic: How to deal with stars near, but not on, starlanes?
Replies: 122
Views: 26196

I replied in a new thread.
viewtopic.php?t=819
by vishnou00
Tue Aug 03, 2004 8:35 pm
Forum: Programming
Topic: Galaxy Maker
Replies: 7
Views: 2527

Galaxy Maker

This is a attempt to move a sub-thread of the "How to deal with stars near, but not on, starlanes?" thread to a new thread. The sub-thread (as I see it now) goes from http://www.freeorion.org/forum/viewtopic.php?p=13495#13495 to http://www.freeorion.org/forum/viewtopic.php?p=13500#13500 My proposal ...
by vishnou00
Sun Aug 01, 2004 6:47 pm
Forum: Graphics
Topic: Animated planet files
Replies: 100
Views: 17336

Has somebody looked into MNG format? It has support in DevIL, delta compression, alpha channel and PNG or JPG compression. And of course, animation.

http://www.libpng.org/pub/mng/
by vishnou00
Sun Jul 25, 2004 4:29 am
Forum: Programming
Topic: How to deal with stars near, but not on, starlanes?
Replies: 122
Views: 26196

The advantage is to control intersections. One can decide if he want to have a lot, a little, or no intersections at all using the same (well researched) algorithm.

I think intersections, used sparringly, can be interesting aesthetically.
by vishnou00
Sat Jul 24, 2004 8:33 am
Forum: Programming
Topic: How to deal with stars near, but not on, starlanes?
Replies: 122
Views: 26196

Is there really performance issues for galaxy generation? It is something that only happen at the beginning of a game. I think the only valid consideration to determine the algorithms are aesthetics (strategics) ones. An idea to have only a low level of criss crossing: 1. do Delaunay Triangulation w...
by vishnou00
Fri Jul 23, 2004 1:03 am
Forum: Programming
Topic: How to deal with stars near, but not on, starlanes?
Replies: 122
Views: 26196

I think the best way is the simplest one (1). That way, galaxy generation would be, but I see two possibility: 1. place systems 2. generate starlanes 3. check and remove effending starlanes 4. put back enough starlanes to satisfy generation conditions (eg at least one per system, max x per system) 5...
by vishnou00
Thu Jul 22, 2004 9:54 am
Forum: Other Game Design
Topic: CIA Galaxy report
Replies: 7
Views: 1002

Such factbook could be used for spy reports. If a successful spy mission could retrieve excerpts from the enemy's factbook. Of course, it would only be useful if the factbook is private and always true (but a less successfull operations might provide approximative or false excerpts). The facts (popu...
by vishnou00
Thu Jul 22, 2004 9:40 am
Forum: Other Game Design
Topic: Effects Strike Back
Replies: 12
Views: 1442

The word "Actor" is just shorthand. Instead of typing: "Buildings, events, racial picks, leader abilites, techs, government picks, blah blah blah", we can say "Actor". If we defined "Actor" by what it does instead of what it is, is an Actor an object that spawn and contain Effects? This comment is ...
by vishnou00
Thu Jul 15, 2004 6:55 pm
Forum: Other Game Design
Topic: why seperate minerals & industry?
Replies: 13
Views: 1505

Re: Miner's Guild Meeting 2417b, 2243.03

guiguibaah wrote:our weekly meeting.
Sounds like fun, but does it passes the zero micromanagement test? (ie, to make it happen, you cannot globalize production and minerals)
by vishnou00
Wed Jul 14, 2004 6:00 pm
Forum: Other Game Design
Topic: why seperate minerals & industry?
Replies: 13
Views: 1505

I thing the PP-mineral duality make sense in a local production model (the very industrial world that recieve mineral from mining planets, trade from other empire, mining fleets). But it is global, so I think that either PP or minerals should be ditched, unless somebody comes up with interesting gam...
by vishnou00
Tue Jul 13, 2004 12:09 am
Forum: Off-Topic
Topic: IMHO: This project has just lost its MoO feeling
Replies: 51
Views: 9185

DeathAndPain wrote: vishnou00 wrote:
Moo3 did something like this, for both techs and buildings. For me, the messages just kinda became background noise....
Hey! I didn't write that!
But still, I agree that there is a very high noise-to-signal ratio (>40db, I'd say :) ) in this particular thread.
by vishnou00
Sat Jul 10, 2004 12:48 am
Forum: Strategy Games
Topic: Is anybody fan of Stars! game ?
Replies: 35
Views: 10170

Prokonsul Piotrus wrote:after all, the gamie is jokingly called the Excel game
Excel game by Excel developer. (look for Jeff McBride)
I love it!
by vishnou00
Fri Jul 09, 2004 11:55 am
Forum: Off-Topic
Topic: IMHO: This project has just lost its MoO feeling
Replies: 51
Views: 9185

Absolutely not! :) The problem is that in any software project, the later mistakes are recognized the higher the cost to correct them. I disagree. That cost (in coding time & efforts) is already paid nearly in full to be modular. The biggest turn-around time will be at the game design level (for a ...