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Messages 5757 - 5786 of 8087   Oldest  |  < Older  |  Newer >  |  Newest
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5757
Hi! Sorry for my repeating question,but it is very important for me. I have the great plan of revenge.I wonna kill lich and his brother and then attack a...
Êèíèò
gokinit
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Oct 2, 2003
8:47 pm
5758
... Hash: SHA1 ... Neither do we. When monsters respawn is random. They *could* respawn the next turn. Usually they won't. - --JT - -- ...
JT
jttraub
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Oct 2, 2003
8:56 pm
5759
Hi JT, ... Maybe i write difficult to understanding... I have asked how many turns i have to the END of this test game :) ... J> Neither do we.  When monsters...
Êèíèò
gokinit
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Oct 2, 2003
9:12 pm
5760
... Hash: SHA1 ... Okay.. Atlantisdev is the forum for development of the game engine. Questions about a specific game (of which there are many and I have no ...
JT
jttraub
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Oct 2, 2003
9:17 pm
5761
Hi JT J> Okay.. Atlantisdev is the forum for development of the game engine. J> Questions about a specific game (of which there are many and I have no J> idea...
Êèíèò
gokinit
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Oct 3, 2003
4:19 pm
5762
I'm working on a 'mapping object' for a utility I'm working on. I need to work out the distance between two hexes. I *thought* that the distance was whichever...
Voidspace
mike@...
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Oct 6, 2003
2:07 pm
5763
Hi, Hope I understand the problem correct, but with the distance I assume you mean the move-distance between two hexes. (abs(x1-x2) + abs(y1 - y2)) / 2 seems...
Henrik Sjoberg
hensj680
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Oct 6, 2003
2:49 pm
5764
Thanks Henrik. Yes you understand the problem correctly and yes I missed off a +1 in one of the world wrap patches ! Thanks..... I *think* what you are saying...
Voidspace
mike@...
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Oct 6, 2003
3:27 pm
5765
(Thanks Henrik - your method seems to work fine for every case and I think I even understand why !) My next task was to find the shortest route between two...
Voidspace
mike@...
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Oct 7, 2003
9:17 am
5766
... Hi Fuzzy, It *is* pretty straightforward, with a little cunning: Consider, for simplicity's sake, a movement northeast-ish from (0,0) to (x,y) - that would...
Anthony Briggs
anthony_s_br...
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Oct 7, 2003
9:51 am
5767
... One other thing that I forgot - rather than have complicated if .. then statements for world-wrapping, just add the world's width to each of the x-coords...
Anthony Briggs
anthony_s_br...
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Oct 7, 2003
10:08 am
5768
For world wrapping (horizontal) - I just worjk out if the distance (x-seperation is > half of the world size). if it is then it's quicker to go the other way...
Voidspace
mike@...
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Oct 7, 2003
10:40 am
5769
Hi Fuzzy, Prim's Algorithm is used for determining the MTS, Minimum Spanning Tree of a graph. What you need is a shortest path algorithm. The two algorithms...
Henrik Sjoberg
hensj680
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Oct 7, 2003
11:47 am
5770
Thanks. Yes it's the Dijkstra algorithm. The list in the example I have looks like : E=[('s','u',10), ('s','x',5), ('u','v',1), ('u','x',2), ('v','y',4), ...
Voidspace
mike@...
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Oct 7, 2003
11:54 am
5771
... Hash: SHA1 ... You know, I run an interview problem for job candidates which this is a perfect description of. The interview question is phrased in terms...
JT
jttraub
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Oct 7, 2003
2:00 pm
5772
I think I can even work out how to do that :-) I'll have to work out how you store the *path* to a node... not just the node..... it kind of flits in and out...
Voidspace
mike@...
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Oct 7, 2003
2:36 pm
5773
... Hash: SHA1 ... Store it as a linked list. When you go to add a child node, copy the current path from the parent, then append the path from the parent to...
JT
jttraub
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Oct 7, 2003
4:15 pm
5774
[snip].... Store it as a linked list. When you go to add a child node, copy the current path from the parent, then append the path from the parent to the ...
Voidspace
mike@...
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Oct 8, 2003
8:21 am
5775
... Hash: SHA1 ... Mine also stops following paths which become bad. (or rather it follows them only after all better seeming paths have become worse :) ... ...
JT
jttraub
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Oct 8, 2003
8:30 am
5776
If my memory serves me correcy, JT's description sounds similar to Dijkstra's algorithm. However, you don't have to store a linked list of the path in every...
Henrik Sjoberg
hensj680
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Oct 8, 2003
8:42 am
5777
[snip..] I might still have a two tier node system (using provinces as nodes and then hexes within provinces). Not just for speed - if a lot of units are ...
Voidspace
mike@...
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Oct 8, 2003
8:42 am
5778
What are the movement costs for flying units like balloons, floaters and gliders ? (units capable of moving over land and water ??) I'm more concerned if the...
Voidspace
mike@...
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Oct 8, 2003
11:49 am
5779
... Hash: SHA1 ... Mine is a modified dijkstra's algorithm, yes. However, you cannot do what you suggested since when you visit a node for the first time,...
JT
jttraub
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Oct 8, 2003
1:43 pm
5780
Hmmm....... Heres a pseudo code for the A* search method..... lloks good - you write your own 'heuristic' function which in my case would be the 'rawdistance' ...
Voidspace
mike@...
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Oct 8, 2003
1:57 pm
5781
... Hash: SHA1 ... This should never be the case, since you only visit a given node once with the absolute best cost (that the reason for the priority queue) ...
JT
jttraub
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Oct 8, 2003
2:02 pm
5782
Well, as stated in the algorithm, "Mark the node you just pulled off as visited (in some global structure) and continue.", you will have a global structure for...
Henrik Sjoberg
hensj680
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Oct 8, 2003
2:07 pm
5783
... Hash: SHA1 ... True. - --JT - -- [-------------------------------------------------------------------------] [ Practice random kindness and senseless acts...
JT
jttraub
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Oct 8, 2003
2:11 pm
5784
... Hash: SHA1 On Wed, 8 Oct 2003, Voidspace wrote: 11 Set the cost of node_successor to be the cost of node_current plus the cost to get to node_successor...
Voidspace
mike@...
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Oct 8, 2003
3:18 pm
5785
... Hash: SHA1 On Wed, 8 Oct 2003, Voidspace wrote: 11 Set the cost of node_successor to be the cost of node_current plus the cost to get to node_successor...
Voidspace
mike@...
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Oct 8, 2003
3:54 pm
5786
... Hash: SHA1 ... Nope. The cost information in the priority queue is the 'total accumulated cost' from starting point to that node. Since it's a priority ...
JT
jttraub
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Oct 8, 2003
3:56 pm
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