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by b1ind
01 May 2006, 07:57
Forum: News
Topic: New version, 0.71b1
Replies: 73
Views: 20140

The FU download for the regular installer gives a 404. doh!
by b1ind
05 Feb 2006, 07:09
Forum: Game Development
Topic: TA CTG - 'Capture the Gate'
Replies: 29
Views: 2386

Cool idea. What about if defenses were highly dependant upon energy. That way, you would have to arrange to be able to take out energy producers while managing a flag assault! If you're interested, its just another option to experiment with.

This would be very fun to play at home and school.
by b1ind
04 Feb 2006, 05:03
Forum: AI
Topic: SOBot proof of concept release
Replies: 41
Views: 3045

OT: Just as malloc() can fail, so can new. Keep that in mind.
by b1ind
02 Feb 2006, 08:48
Forum: Engine
Topic: Can groupai's auto unload?
Replies: 1
Views: 372

Can groupai's auto unload?

Suppose I wanted a groupai to implement the function scatter. Would the groupai be able to unload itself upon completion of its task? Imho, there is no point in having it use resources beyond its useful lifetime.
by b1ind
01 Feb 2006, 07:56
Forum: AI
Topic: SOBot proof of concept release
Replies: 41
Views: 3045

I for one, think js is an awesome choice! I've been coming to appreaciate the language more and more. The prototyping concept and anonymous functions are just great. I think someone (I'm reluctant to make any commitment myself) could pull off something really neat. Definitely keep up the work!
by b1ind
24 Jan 2006, 07:58
Forum: AI
Topic: AI war
Replies: 12
Views: 1473

Sounds like robocode and the league that was set up, only this time, the AIs have a whole lot more to deal with. I'd say go for it, sounds like a really cool idea.
by b1ind
04 Jan 2006, 00:19
Forum: AI
Topic: robocode
Replies: 6
Views: 821

For a while, I was really into it. That was a long time ago though.
by b1ind
19 Dec 2005, 06:43
Forum: AI
Topic: AI Duke Out
Replies: 40
Views: 3167

I've read that NTAI makes some immense logfiles.. perhaps the virtual memory overrun is tied to the size of the log file. The reason that that came to mind is because you said that it happened partway through writing. Anyway, give that a look. If not... oh well.
by b1ind
21 Nov 2005, 07:49
Forum: AI
Topic: AI MapHack!
Replies: 20
Views: 2089

OT: What is the need for the enum in there? Is that the only way you can assign default values to members?
by b1ind
19 Nov 2005, 00:50
Forum: Engine
Topic: Can someone explain this syntax?
Replies: 3
Views: 536

For your second question it means the following. std:: is a namespace used by the Standard Template Library (STL). Therefore, std::list is the class list in the std namespace. When you use an stl container (list list, vector, etc..), you have to declare what the list will hold. std::list<CUnit*> is ...
by b1ind
15 Nov 2005, 18:01
Forum: Art & Modelling
Topic: Buildpics
Replies: 44
Views: 4129

If you still want borders, it would not be very difficult to whip up a small php script to use gd to add em. It would save you some manual labor time. Lemme know.
by b1ind
11 Nov 2005, 04:29
Forum: Map Creation
Topic: please make bigger maps
Replies: 15
Views: 1262

Correct me if I am wrong, but isn't it the unit logic that is the limiting factor in terms of scaling to larger battles? I do not think that the graphics in spring are that taxing in themselves, although the textures might be. Yes, bridges and other intelligently placed multi-layer features would be...
by b1ind
26 Oct 2005, 05:32
Forum: Engine
Topic: Alternative LOS method
Replies: 20
Views: 1861

Making tons of whacky overcomplex pseudo realist suggestion like that is not the way to improve Spring. Well I'd be glad to refrain from future attempts at contributing. Seriously, I see what you mean, but no need to cut my ankles out from under me. I put some thought into this and the very fact th...
by b1ind
25 Oct 2005, 18:30
Forum: Engine
Topic: Alternative LOS method
Replies: 20
Views: 1861

I didn't think of that part SJ. How does Spring currently go about this. I know that I've seen screens where LOS was affected by terrain features.
by b1ind
25 Oct 2005, 02:16
Forum: Engine
Topic: Alternative LOS method
Replies: 20
Views: 1861

Alternative LOS method

With all the tweaking being done to LOS these days, I was brainstorming an alternative means of handling LOS. The disadvantage is that it would probably be more resource intensive, but not dramatically so. This new approach would reflect reality more than the current circular los. Maps would define ...
by b1ind
28 Sep 2005, 00:22
Forum: Map Creation
Topic: Super Idea I've finaly remembered
Replies: 4
Views: 598

In the far future, I think it would be pretty spiffy if instead of a texture-based system, a material based system were used. Materials would allow for shaders (heat haze from lava, reflections, perhaps even empty space w/ twinkling stars) and properties similar to the current ground type stuff.
by b1ind
17 Aug 2005, 22:18
Forum: AI
Topic: TAI V1
Replies: 37
Views: 4713

Cool, I'm heading to school in acouple days and I'll definitely take a look at the code. Maybe you could give us a bit of a more encompassing description of the problem so that we don't have to wade through vast amounts of code.
by b1ind
29 Jul 2005, 21:48
Forum: AI
Topic: Metal Extractor placement
Replies: 51
Views: 4928

You should probably think about doing somthing similar to the 'slow update' for pathfinding. It would be silly if you re-attempted to find the best mex spot every ai tick. You should try and allow the trickier (slower) code to execute over a number of ai ticks. After all, if an AI is to seem human, ...
by b1ind
29 Jul 2005, 00:06
Forum: AI
Topic: Metal Extractor placement
Replies: 51
Views: 4928

Hey alantai, I was thinking of your metal problem and the circle math stuff you were talking about and a few things came to mind. Firstly, for simplicities sake, you could always have the ai ignore enemy metal consumption. Making that assumption, you could store a vector (array) of existing AI extra...
by b1ind
28 Jul 2005, 19:21
Forum: AI
Topic: Metal Extractor placement
Replies: 51
Views: 4928

Just a quick note, since this is a sorting function and might be important in terms of speed, i suggest doing the x/8 once, instead of on each iteration. Why not just: for (temp.x = 0; temp.x <= x; temp.x += 8) Anyway, nitpicking.. no idea what the crash is... You sure you want <= (x/8) and not < (x...

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