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Aperiodic Tile-based Platform Game

Name: Anonymous 2010-01-23 6:21

Has it ever been written, a platform game that uses an aperiodic tileset?

Name: Anonymous 2010-01-30 23:04

>>40
Why?  That seems like it would be harder to debug.

Name: Anonymous 2010-01-31 1:46

what's so difficult about a periodic tile based game? Just make it like mario except when you go to the end it takes you back to the start.. pretty easy eh

Name: Anonymous 2010-01-31 2:45

>>39
Just study CS related maths and you too can write systems as awesome as his.

Name: Anonymous 2010-01-31 7:15

>>42
aperiodic tiling is different from a periodic tiling.
The former is harder, the latter easier ;)

Name: Anonymous 2010-01-31 14:29

>>41
Well of course it would, you would use the color-coded tiling to test it of course. My point is that without the real tileset you intend to use, then after you've tested and debugged it, you've got a useless algorithm and renderer.

>>44
don't feed the troll

Name: Anonymous 2010-01-31 14:47

>>45
holy fuck go back to IRC "Don't feed teh trol!!!"

Name: Anonymous 2010-01-31 17:22

http://en.wikipedia.org/texture_synthesis

kind of related to other generative art forms like granular synthesis.

Name: Anonymous 2010-01-31 18:21

(1) stick your  generative art forms  back up your ass
(2) learn to sage

Name: Anonymous 2010-01-31 18:23

>>45
I know that the algorithm eventually will be useless.

My main problem in programming is that my only mentor in computer related stuff was myself and google.
I believe I can say that I have mastered the main points in C programming, so now I am looking for practice.
I programmed a script in C that can name numbers with upto 6000 digits to practice pointers, array and string handling in C.
Right now I'm trying to practice how to write and optimize programs that are more complex than that what I am used to.

I think it should not be a big trouble for someone who already is used to program SDL stuff, though if I am mistaken than please state so. Learning Direct3D or OpenGL will be the next challenge I will take regarding programming. As soon as I find a good tutorial for one of them I will be learning that framework.

I will finish this project regardless whether some kind anon will program a renderer for it or not. As of now I use the numbers on the console screen and arrange the tiles that I have printed out, on my desk.

But I think it shouldn't be too hard to design tiles for a game that can use the algorithm, though I still believe that this algorithm will be too time-consuming to be used in a real game.
The approach >>27 mentioned should take less time to calculate than my approach. I posted the reason why I will continue with my approach here: >>31 .

If however you want to design tiles that create a nice picture using this program think of the colours as the identification scheme or "naming" of tiles. The actual colours don't matter I use them only to identify tiles. With tweaking the code a bit I think it should be easy to write tiles with different edges like one with 2 GREATERTHANF and 2 GREATERTHANM .
So one should be able to design tiles with edges that remain the same mirrored and some that change and still be able to use the algorithm although than the whole crap going on with the BLUETILE will be pointless and can be cut out of the program.

>>47
Thank you very much for the link, because I don't know the terminology for this stuff I have problems trying to find information about it.

In one week my semester will be over so I hope to finish this project in a matter of two weeks.

P.S. I just reread the entire thread and I think it might be important to state that I am not the OP. I just do this for the heck of it whereas I think the OP is looking for an algorithm to use in his game.

Name: Anonymous 2010-02-08 18:35

Dunno if anyone cares and the update is not that important so I sage'd it

rewrote entire code how stupid was/am I?
cleaner and easier to understand know.
I am afraid the only way to understand how I check whether the tile fits or not is to program it yourself.

Alos check this out:
http://www.math.northwestern.edu/~wphooper/visual/robinson/

Name: Anonymous 2010-02-11 17:09

I dunno if anyone still cares or not but I promised to finish this project and I ALWAYS deliver:

This is the main algorithm, it prints out the results to the console.
http://pastebin.org/90319

Here is the not so tidy graphical renderer with the algorithm implemented, and displayed graphically.

http://rapidshare.com/files/349340852/aperiodic_tiling_with_render.rar

AS I said before I dunno jack shit about graphical stuff I just downloaded the SDL package for Dev-C++ toyed around with a few functions I found via Google.
I tried to make it in a way that it would display it immediately if a tile is being deleted or placed, but it kept crashing if I didn't run it in Debug mode so i took it out. I didn't want to investigate it further.

Everything you'd need to run it, compile it (except for the libraries) is in the package.
Enjoy.

Name: Anonymous 2010-02-11 17:35

Being a good programmer != knowing one language really well.

Being a good programmer == knowing the concepts that allow you to be a more efficient programmer in any langauge (functional languages, imperative languages, and when to use either paradigm in any language that isn't purely one or the other)

Name: Anonymous 2010-02-11 17:50

Sry I forogt to include the SDL.dll reup here:
http://rapidshare.com/files/349356215/aperiodic_tiling_with_render.rar

Name: Anonymous 2010-02-11 17:52

>>52
I never said I was.
I've just started with learning how to program.
It was a hobby during my teenage years but I didn't train it as much. Now that I am out of school and will go to Uni and stuff where I will be taught these things I hope I will become a good programmer :)

Name: Anonymous 2010-02-11 18:05

Name: Anonymous 2010-02-11 18:09

>>55
thank you SICP was on my longer TO-LEARN list

Name: !iN.MY.aRMs 2010-02-11 18:46

>>52
but SICP concepts is gomsexsual
and completly unuseble

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