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Author Topic: TinyCraft [Axe] -  (Read 11772 times) Bookmark and Share
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AngelFish
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« Reply #135 on: 08 January, 2012, 02:53:43 »
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Heh, that's almost exactly the 2D case of the algorithm I came up with Tongue

As you can see from that demo, the algorithm has some problems if you're not careful, but they shouldn't be noticeable unless you have a large scale view like that.
« Last Edit: 08 January, 2012, 02:57:02 by Qwerty.55 » Logged

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« Reply #136 on: 08 January, 2012, 03:11:24 »
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So....how would we use that?
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« Reply #137 on: 08 January, 2012, 03:14:43 »
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I personally don't see the point of tracking changes; you're going to have to unarchive and archive each map anyways. It might even be harder and take longer to track just the changes, when you could just overwrite the old map with the new one completely.
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« Reply #138 on: 08 January, 2012, 03:16:49 »
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He's saying that using a reversible RNG you could simply recover the randomized data for the point you are at, so you wouldn't have to save a map at all and you'd ONLY have to save the changes you made to that map for the next time it's generated.
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« Reply #139 on: 08 January, 2012, 03:28:53 »
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I personally don't see the point of tracking changes; you're going to have to unarchive and archive each map anyways. It might even be harder and take longer to track just the changes, when you could just overwrite the old map with the new one completely.

The point of the change list is that there's no map to archive/unarchive in the first place. Memory becomes significantly less of an issue when you're *only* storing the blocks or chunks the player has modified.

*Chunks would be more memory efficient
« Last Edit: 08 January, 2012, 03:30:17 by Qwerty.55 » Logged

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« Reply #140 on: 08 January, 2012, 03:39:57 »
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Well, looking at Notch's algorithm, it looks like what he's doing is generating a smooth 2D noise map for the main terrain (rocks, grass, water) and then another 2D noise map for adding sand and trees and cacti and things like that...Shouldn't be too difficult to do that on calc.
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« Reply #141 on: 08 January, 2012, 03:43:44 »
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This is running fairly awesome 4scale for a 32x32 tilemap.

Hey how many bytes is this?
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« Reply #142 on: 08 January, 2012, 03:54:04 »
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This is running fairly awesome 4scale for a 32x32 tilemap.

Hey how many bytes is this?
32x32 tilemap, 4 levels of grayscale, meaning 2 bits per tile, so 2048 bits or 256 bytes. Unless I completely botched my thinking there.....
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« Reply #143 on: 08 January, 2012, 03:55:33 »
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hmmm, Thats not too bad, but after the sprites are thrown in it might be a bunch more
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« Reply #144 on: 08 January, 2012, 04:03:32 »
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Well, how many tiles are there total? We could calculate how much you'd need for a 128x128 map (the size used in minicraft). I think there are 20 tiles total, right? If we could get it down to 16, we'd probably save quite a bit of space...
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« Reply #145 on: 08 January, 2012, 04:05:33 »
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Oh good IDEA! Any body have a calculator? lol jk
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« Reply #146 on: 08 January, 2012, 04:10:09 »
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Hmm...Maybe there are some tiles that we could combine the value of. Like...you won't see Lava anywhere but under ground, and you won't see Grass anywhere but in the top world. Also, Grass could be Clouds and Rock could be InfiniteFall in the sky world. And we could combine something like Tree and IronOre. That brings it to 16 tile values needed, so we can represent two tiles with each byte. That should simplify things considerably in terms of saving and recalling map data, too! Cheesy

Edit: They don't have to be those exact tiles. I'm sure there are probably better combinations.
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« Reply #147 on: 08 January, 2012, 04:19:47 »
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By the way I still vote for MineCrack for the name. Where's the write-in? -.-

You seem to be chugging along Leafy! Keep up the good work! It's looking good so far. Hopefully you'll be able to get a solution for your memory problem soon. Speaking of, what were we talking about?
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« Reply #148 on: 08 January, 2012, 05:03:17 »
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Here a first screen :
For the moment, executable is around 1200 bytes larger.


EDIT : Wow, pretty nice on real calc. Cheesy


* Menu CRAFTING.gif (485.01 KB, 192x128 - viewed 104 times.)
* TINYCRAF.8xp (0.94 KB - downloaded 12 times.)
« Last Edit: 08 January, 2012, 05:07:25 by kindermoumoute » Logged

Projects :

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« Reply #149 on: 08 January, 2012, 05:26:03 »
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1200 bytes larger? We'll have to cut that down xD

Anyways, I think I've figured out the overworld map generator. Wasn't terribly difficult, the code's just bloody long.
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