Search found 34 matches

by rrenaud
June 14th, 2007, 4:50 pm
Forum: Ideas
Topic: Impoved pathing algorithm
Replies: 5
Views: 2406

What is the concern with the UI? Is the concern that you can't now promise to show crazy long path to a user, because you may change it slightly to accommodate a hoard of units? The problem is forcing the player to make boring micromanagement path finding decisions to route a large army over a long ...
by rrenaud
June 14th, 2007, 1:45 pm
Forum: Ideas
Topic: Impoved pathing algorithm
Replies: 5
Views: 2406

I agree with you. I think your heuristics are nice. I brought the multiple unit path finding problems up in IRC a few months ago. The general sentiment was that when you need to move a large army uncontested through a big area, it likely represents a flaw the the underlying scenario. If you take a s...
by rrenaud
June 12th, 2007, 5:10 pm
Forum: Coder’s Corner
Topic: Evil WML to test against for data structure consistency
Replies: 2
Views: 1923

Evil WML to test against for data structure consistency

I am currently trying to improve the order units are choosen when cycling through next and for healing. See the idea and the patch . In reading the unit_map discussion, I realize that I have no idea about the semantics of unit_map. What kind of containers of units can you keep? Can you hash them? Wh...
by rrenaud
June 3rd, 2007, 9:50 pm
Forum: Ideas
Topic: Next unit cycling should avoid bouncing around map
Replies: 48
Views: 12189

The current implementation is using integers. The problem is that the "clear" step destroys all of the order information. Assinging the order at the start of move would work alright I guess, except it would still need to handle when new units join your side as the turn progresses. I guess ...
by rrenaud
June 3rd, 2007, 6:54 pm
Forum: Ideas
Topic: Next unit cycling should avoid bouncing around map
Replies: 48
Views: 12189

I have a patch that implements "select next closest uncycled unit" correctly. The problem is that previous unit kind loses its meaning. My current implementation works like this. NextUnit() { if all units are marked { unmark all units select and mark the bottomleft most unit next_mark = 1 ...
by rrenaud
May 15th, 2007, 2:39 am
Forum: Coder’s Corner
Topic: Hacking the wesnoth code with Emacs
Replies: 7
Views: 4071

Surely your emacs doesn't misbehave like mine does. For example, when I complete a function definition, the code gets pushed way left, because emacs thinks it should be nested only one level instead of two.
by rrenaud
May 13th, 2007, 7:38 pm
Forum: Coder’s Corner
Topic: Hacking the wesnoth code with Emacs
Replies: 7
Views: 4071

Hacking the wesnoth code with Emacs

Does anyone who edits wesnoth's C++ code use emacs? Emacs has it's own (very different) ideas about the style of the code than my defaults, and it's doing automatic indentation of code against the grain. It's frustrating me and wasting my time. Is there a set style I can use from emacs that will mak...
by rrenaud
May 12th, 2007, 12:14 am
Forum: Ideas
Topic: Wesnoth visual campaign walkthroughs on Youtube?
Replies: 16
Views: 4131

I think it's a great idea. I love to watch videos of (professional) starcraft at http://youtube.com/group/starcraft . I think walkthroughs with dubbed audio could be really entertaining.
by rrenaud
April 26th, 2007, 10:42 pm
Forum: Ideas
Topic: Statistical analysis of the RNG
Replies: 30
Views: 8485

Furthermore, if we assume the sum of the distributions are normal, then we can figure out how unlucky a person is by comparison to the normal. I'm not too comfortable with this assumption, though given that the Central Limit Theorem applies only to iid r.v.'s. By the initial text at http://mathworl...
by rrenaud
April 22nd, 2007, 1:41 am
Forum: Ideas
Topic: Statistical analysis of the RNG
Replies: 30
Views: 8485

Wow, I was so off. I see now that you want to calculate the variance of say, 4 attacks with damage 5 and chance to hit of 60% along with 3 attacks with 2 damage and 70% chance to hit, and not the variance of attacks doing damage 5,5,5,0,3,0. Hopefully I am less clueless in this post ;). Why would yo...
by rrenaud
April 21st, 2007, 9:26 pm
Forum: Ideas
Topic: Statistical analysis of the RNG
Replies: 30
Views: 8485

What is wrong with algorithm 1 at wikipedia?

http://en.wikipedia.org/wiki/Algorithms ... g_variance

You can keep O(1) memory and output variance in O(1) time in an online fashion by just keeping track of the number of events, the sum of the events, and the sum of the events squared.
by rrenaud
March 31st, 2007, 2:18 am
Forum: Ideas
Topic: Statistical analysis of the RNG
Replies: 30
Views: 8485

It gives you an estimate of how biased the spread between the expectation and actual value is. If the actual damage dealt for your attacks is more than 3 standard deviations above the mean, you can be fairly confident that you have taken advantage of luck. Still, I do agree that an unweighted averag...
by rrenaud
March 20th, 2007, 5:11 pm
Forum: Coder’s Corner
Topic: Restricted Python
Replies: 17
Views: 9701

Maybe you should post this to comp.lang.python and see what they say?
by rrenaud
March 16th, 2007, 10:19 pm
Forum: Ideas
Topic: Next unit cycling should avoid bouncing around map
Replies: 48
Views: 12189

Yeah, I will implement nearest neighbors, once I get some free time.

From

http://en.wikipedia.org/wiki/Travelling ... an_problem

"In 2D Euclidean TSP, NN algorithm result in a length about 1.26*(optimal length)."
by rrenaud
March 12th, 2007, 6:40 pm
Forum: Game Development
Topic: TBS games with ranged units and area of effect spells
Replies: 15
Views: 6072

TBS games with ranged units and area of effect spells

First, let me say that I love wesnoth.

Are there any quality open source TBS games with honest ranged units and area of effect spells? What about just TBS games in general? Is it that hard to do right? Is it just KISS that made wesnoth have the "ranged attacks must be adjacent feature?"