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My project. Looking nice enough so far. But it has a problem. The problem is this:
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Those are triangles.
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A LOT of triangles.
Continue reading 〉〉 “Project Frontier #5: Stitching Time”
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My project. Looking nice enough so far. But it has a problem. The problem is this:
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Those are triangles.
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A LOT of triangles.
Continue reading 〉〉 “Project Frontier #5: Stitching Time”
As I said at the start of the project, I’m not aiming for realism. I’m looking for whimsical, retro, and fantastic. My goal is to have something interesting, as opposed to something realistic.
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I mentioned before the detail layer of the terrain. It adds the continuous rolling hills across the world. These hills are irregular, but for the sake of illustration let’s imagine they are perfect sine waves:
Continue reading 〉〉 “Project Frontier #4: Dr. Seuss, Geologist”
Wherein Dead Money gets revenge for all our taunting, moaning, and glitching.
Link (YouTube) |
I think it’s pretty impressive that for all of the ridiculous stuff we’ve done on the show, this is the first time we’ve had to resort to cheating. I think Rutskarn is right – I’m sure Christine getting stuck was a result of our earlier jackassery, where we glitched Christine to save her life.
One more episode of Dead Money remaining, and then we’re back to the Mojave Wasteland for a while.
I mentioned earlier that the program is comprised of a bunch of different systems. There are three systems we’re interested in right now:
Here is an overhead view:
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Continue reading 〉〉 “Project Frontier #3: Adding Variety”
Link (YouTube) |
We spent most of this week pointing out the ridiculous contrivances with regards to the Sierra Madre Gas Chamber & Casino. A few of you are offended because there are in-game explanations for some of these things. I’ve seen the end of the DLC now, and I’m not so sure. Yes, the place was designed to be a trap, but… this? Why were we gassed when we came in the front door? Why were we dragged to different areas of the Casino? Why weren’t we simply killed? Who dragged us? Where did they go? Why can’t Dean go through a curtain? Why didn’t he knock out that holo-emitter? Allowing for the fact that the vault itself is a trap, why is the rest of the building designed like Jigsaw’s summer home? Where do all these ghost men come from? Why does the “one collar goes off, they all go off” feature seem to come and go without explanation? And so on.
But since I didn’t play the DLC, I’ll allow that maybe all of these seeming absurdities are explained on a terminal or something somewhere. Josh was fairly thorough with the dialogs, but maybe there were characters we missed or questions that he glossed over somewhere. Even so, you need to have a heart of inert concrete to not be able to enjoy the supreme absurdity of the situation the player is in.
Mel Brooks once said: Tragedy is when I cut my finger. Comedy is when YOU fall in a sewer and die. (paraphrase) If that’s true, then the Sierra Madre is a Fortress of Timeless Comedy. Even if it’s all explained, it’s still a hotel designed to lock the doors, gas everyone, and then send in holographic Tron guys to gun down the stragglers. If you don’t find that funny then we can’t be friends.
Link (YouTube) |
So you might be wondering, “Hey, what took so long?” or “Why is the episode going up in the evening?” or “Why are you so lazy Josh, give me my free entertainment!”
All of which are good questions. I’d like to know the answers too.
But this is what the upload page looks like right now:
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Gee, thanks Youtube. Unknown errors. Those are the best kind.
Now I’ve had single upload fails before, but this is the first time it’s happened four three times in a row. Additionally, these failures happened near the end of the upload process, it wasn’t just something that happened right as I hit upload. And when you’re uploading a file that’s just short of 1 GB in size, even a single upload failure can eat hours. Hopefully this won’t become a habit.
So that’s been my day so far. How about yours?
Coming up with rules and systems and algorithms to generate content is hard enough, but added to that challenge is the fact that we don’t have the benefit of any sort of pre-processing. If you’ve ever used a level editor, you know those things can eat a ton of time. They can take the data, cull out what isn’t needed, pre-compute the expensive stuff, and package things in a nice, organized way so that when the game is running, it can pull data off the disk and put it right to work.
With procedural stuff, you’ve got to do that work while the game is running. Without slowing things down. This moves all of that complexity into the game, and makes the system more complicated by requiring that it be done piecemeal. If you’ve played Minecraft, you’ve probably noticed the heavy lurch you get when the game has to generate some new landscape for you. I’m going to face that same problem with this project.
But I’m getting ahead of myself. First, a bit about how my program creates the terrain. First, it takes that low-level topography I generated in the previous step:
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Continue reading 〉〉 “Project Frontier #2: Paging Data”
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