Author Topic: Helping out with External Code  (Read 1088 times)

Offline keith.lamothe

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Re: Helping out with External Code
« Reply #60 on: May 16, 2017, 10:33:22 PM »
I don't think there are any limits on the coordinates that you need to worry about (i.e. it's not infinity, but really). What you're more likely to run into is how far out you can zoom and possibly how far you can pan. Which could be made configurable if really necessary, but the info display won't work right past a certain zoom-out, and the game would get mighty tedious much past 200 planets, if not before, due to the core mechanics of wormhole traversal and the related input needed.
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Offline Draco18s

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Re: Helping out with External Code
« Reply #61 on: May 16, 2017, 11:29:16 PM »
I was speaking practical limits based on pan and zoom.

There are some galaxy gen algorithms from ol' Space Empires that can now be done in AIW2 and it occurred to me that I might want to make sure that things stay within reasonable bounds.

Online BadgerBadger

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Re: Helping out with External Code
« Reply #62 on: May 17, 2017, 09:26:54 PM »
Hey all, I have a new map type, and I'm looking for feedback! This is a very different one; it is vaguely similar to Clusters, in that it creates regions of planets, but each region has links according to a randomly chosen linking algorithm, and then the regions are linked together at the end. It feels like a Nebula to me, hence the name. One of the nice things about this map is that each instance is wildly different; to illustrate the point I've uploaded two copies.

The code needs more cleanup before I share it though, it's still kinda messy. Thoughts/preferences/opinions are welcome!

Offline keith.lamothe

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Re: Helping out with External Code
« Reply #63 on: May 17, 2017, 10:06:18 PM »
Awesome :)
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Online BadgerBadger

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Re: Helping out with External Code
« Reply #64 on: May 19, 2017, 06:43:52 PM »
Hey everyone! For your pleasure for the weekend, I have some new code with a few new map types. The coolest is "Nebula", but there are a couple other random ones as well (Geode1, Geode2 and Haystack). Haystack is kindof a mess, but if people have an opinion over whether Geode1 or Geode2 is cooler then I'd appreciate it. See this post https://forums.arcengames.com/private-alpha-discussion/helping-out-with-external-code/msg214871/#msg214871 for how to set things up. Running these will throw a bunch of output into the ArcenDebugLog.txt; all of those messages can be ignores though.

I feel like I'm starting to run a bit low on new map ideas (if only because I now have a bunch of cool maps to try once the game is a bit further in development), but if anyone else has some cool ideas or feedback I'd be happy to give them a try. Keith/Chris? Anything you guys wish you had time for?

And for Keith, is there any way you could finagle in some flags that I can expose in a GUI so I can pass some additional variables to the map generation subroutines? There are a ton of variables I'd like to tune to optimize things, but it's really annoying having to close the program, recompile, reopen the program and then navigate to the map I'm tweaking over and over.... "No, I'm busy" is technically fine, since it's not like it's prevented me so far, but I'd much rather ask and be told No than not ask!
« Last Edit: May 19, 2017, 06:55:10 PM by BadgerBadger »

Offline keith.lamothe

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Re: Helping out with External Code
« Reply #65 on: May 19, 2017, 07:24:12 PM »
And for Keith, is there any way you could finagle in some flags that I can expose in a GUI so I can pass some additional variables to the map generation subroutines? There are a ton of variables I'd like to tune to optimize things, but it's really annoying having to close the program, recompile, reopen the program and then navigate to the map I'm tweaking over and over.... "No, I'm busy" is technically fine, since it's not like it's prevented me so far, but I'd much rather ask and be told No than not ask!
You're welcome to read a config file of your own off disk during mapgen, for now. Later external code will be locked down from doing file i/o.

A generic way to add additional settings that can be configured in-game would be great for modding in general, though, once we get there.
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