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1411365 Posts in 69352 Topics- by 58404 Members - Latest Member: Green Matrix

April 13, 2024, 04:58:16 AM

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181  Developer / Design / Re: "Horror games are not scary" on: June 07, 2010, 11:11:42 AM
SirNiko has a point there. Experienced gamers form a "ruleset" they expect the game to abide by. Breaking that ruleset is one of the most important devices of game storytelling, whether for horror, humor or just an intellectual puzzle.
182  Community / Townhall / Re:     on: June 07, 2010, 09:02:06 AM
WAKE UP TIMMY IT'S CHRISTMAS DAY

http://store.steampowered.com/app/33680/
183  Community / Townhall / Re:     on: June 06, 2010, 07:59:10 PM
RIGHT HAHAHA SMALL ADJUSTMENT
13 hours left
184  Community / Townhall / Re:     on: June 05, 2010, 08:30:41 PM


(actually 24-28 hours but who's counting right)
185  Community / Townhall / Re:     on: June 05, 2010, 03:50:42 PM
It is not a complex riddle
(32 hours remaining)
186  Community / Townhall / Re:     on: June 05, 2010, 09:43:19 AM
the ironic part is that I am doing this -exactly- because my gimmicky little platformer appealed to the masses as "witty, and innovative"

but wait

40 hours remain
or 36 I'm not sure
187  Community / Townhall / Re:     on: June 05, 2010, 07:17:00 AM
so call me anti-clever I guess

48 hours remain
188  Community / Townhall / Re: Ogmo Editor on: June 04, 2010, 01:35:59 PM
can it handle a stage, say, the size of a super mario world level?
189  Community / Townhall / Re:     on: June 04, 2010, 12:57:43 PM
do i look consumer-oriented now
190  Community / Townhall / Re:     on: June 04, 2010, 06:48:17 AM
No, 72.
191  Community / Townhall / Re:     on: June 03, 2010, 08:26:12 PM
the topic name sounds like the noise you hear when you realize you are alone at home late at night
192  Developer / Technical / Re: Procedurally Generated Compression on: June 03, 2010, 12:25:33 PM

He mistook nothing. It's that the entire purpose of the algorithm is to eliminate or at least minimize entropy.

You can't reduce the entropy of a file without removing information from it. What you are doing is shuffle all the file's entropic content into a different representation, which may be larger or smaller than the original file.

Let me see if I understand: This algorithm takes blocks of 64 bytes, sorts the bytes into groups of the same value (possibly from smallest to largest), then stores the groups, RLE compressed (something between 2 and 80 bytes per block), along with the data used to shuffle them (296 bits, or 37 bytes).

This algorithm will obviously do no compression if there are no repeated bytes in the block. Furthermore, Since the position information takes 37 bytes, it needs to be that much more efficient than the regular RLE algorithm.

The only possible case I can envision this happening was a block that contained something like:

ABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABAB

yes, that stores horribly in RLE. Which is why most compressors do not use RLE.



193  Community / Townhall / Re:     on: June 03, 2010, 12:02:41 PM
96 hours remain
194  Community / Townhall / EVERSION ON STEAM IS HERE on: June 02, 2010, 02:40:53 PM
june 7

120 hours remain


WAKE UP TIMMY IT'S CHRISTMAS DAY

http://store.steampowered.com/app/33680/
195  Developer / Technical / Re: Procedurally Generated Compression on: June 02, 2010, 11:15:39 AM
The ultimate compression algorithm: For each file, search every possible Turing machine from smallest to largest, until you find one that generates that file. The decompressor is merely a Turing machine interpreter.
196  Developer / Playtesting / Re: Feedback on my real estate simulator on: June 02, 2010, 09:20:45 AM
Its skill based, not luck based

So is poker.
197  Developer / Technical / Re: Procedurally Generated Compression on: June 01, 2010, 12:32:24 PM
What this doesn't mean is that every file in the world will compress to 35 bytes, it just means that after enough passes, every file in the world should be able to be compressed to 35-69 bytes.



Uh, information about each of these "passes" is stored where?
198  Developer / Technical / Re: [Java] DF fortress designer: How to save the map? on: June 01, 2010, 09:19:05 AM
you might as well go the full monty and copy DF's storage method. DF marks each 40x40x1 block as empty or not.

In this case, you'd have a tridimensional array of blocks, each of which points either to null (meaning an empty block) or to a 40x40 array of tiles.
199  Developer / Technical / Re: Procedurally Generated Compression on: June 01, 2010, 09:09:19 AM
btw Software is not patentable in the US unless tied to a specific hardware setup.

I guess you don't care anyway. Good luck with whatever you're doing.
200  Developer / Design / Re: "Horror games are not scary" on: May 31, 2010, 10:10:21 PM
ahem
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