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Game Discussion General / Re: Cataclysm of Chaos, Remade (ASCII) - Alpha V7
« Last post by Hooman on June 19, 2018, 07:57:41 PM »
Huh, this looks much further along than I expected. Looks to be in a decently playable state.

I assume you mean "Rune crafting"?

As for my earlier comment, I noticed you have long sections of control flow code that basically define data. Think of areas of the code that appear to be copy/pasted with a few values updated. This could be cascaded if blocks, switch statements, or a series of similar functions. This would be an example of Control-Driven Programming, as all the data is embedded in coded control structures.

Data-Driven Programming would be more like having a big array of objects, which may be searched or indexed. Changing data is just changing entries in an array. The data could be a hardcoded array in the source file, or perhaps included as a secondary source file separate from the game logic. It could also be loaded from disk as a data file.

If you want to move towards Data-Driven Programming, a general rule of thumb is avoid copy/paste/update of code. That is particularly true when control flow is copied/pasted with it. If you find yourself doing this, see if you can convert the data into an array of structs/objects. It's perfectly fine to copy/paste/update array elements.

As a side note, you can generally tell code/logic apart from data/memory based on how it looks. Code and logic appears chaotic while data and memory appear regular. Take for instance an image of a CPU die. You can physically see where the CPU cores are versus where the cache memory is. Here's an image of a Core i7 die for you:

If you open an executable file with a hex editor, you'll notice the same thing. Scrolling through the code section, it will look like a chaotic mess. Scrolling through the data section will show large chunks of regular data, which often aligns visually into columns and blocks. As an example, here's the start of the code and data sections from Outpost 2:

Your source code will likely be similar. The code will look irregular. Each algorithm solves a new problem. Otherwise, you'd have just reused the old code. The data, particularly any hardcoded arrays, will probably look fairly regular.
Graphics Update / Re: Science Structures
« Last post by lordpalandus on June 19, 2018, 07:39:09 PM »
Blue hot, is the hottest flame though.

Hot Labs are essentially for the most dangerous, potentially lethal research. So...  an Advanced Lab, with potential spontaneous explosion, consisting of unicorns and hallucigenics (actually the unicorns are people, but everyone is tripping out so bad that they think they are unicorns) :P
Graphics Update / Re: Science Structures
« Last post by leeor_net on June 19, 2018, 06:59:36 PM »

But I'm not sure I'm going to keep that name. But I haven't decided what to call it...
Graphics Update / Re: Science Structures
« Last post by Hooman on June 19, 2018, 06:32:41 PM »
That's kind of what I was thinking. Plus, if the name is "Hot" Lab, maybe it should look hotter?  :P
Graphics Update / Re: Science Structures
« Last post by leeor_net on June 19, 2018, 06:29:28 PM »
It clashes with the warmer lights of the tubes. Maybe it should be adjusted toward the warmer lighting?
Projects / Re: Evacuation Under Fire - Ply Campaign Scenario
« Last post by Hooman on June 19, 2018, 06:28:18 PM »
Should be no difference in regards to loading vehicles into a garage at the start of the level versus during game play. In terms of how the DLL interfaces with the game, the vehicle is actually created outside the garage first, and then loaded into it.
Graphics Update / Re: Science Structures
« Last post by Hooman on June 19, 2018, 06:25:53 PM »
I kind of get a similar sense of aliasing on this one, and yeah, it does seem to be more noticeable for the individual image than in game.

Something about the blue light seems odd.
Graphics Update / Re: Science Structures
« Last post by leeor_net on June 19, 2018, 05:32:47 PM »
I think it might be a bit too close to the original design. It also has some weird aliasing artifacts on the edges, almost like a sharpness filter was applied once too many times.

Design concerns aside, I like its brightness. I think it'll stand out pretty well from the terrain.

Ya know, the aliasing artifacts aren't visible when in-game, maybe I shouldn't be so worried about it.
Graphics Update / Science Structures
« Last post by White Claw on June 18, 2018, 10:38:50 PM »
Attempt 1 at the Hot Lab. Not sure I like this one, so certainly open to feedback.
OutpostHD / Re: OutpostHD v0.7.6 Preview #2
« Last post by White Claw on June 18, 2018, 09:46:27 PM »
I like the designs of the digger, dozer, and miner!

Thanks! And I agree on the shadows. I think they help quite a bit, though they're a bit of a challenge to set up in a way that makes sense (so they don't bleed off onto other tiles and such).

May I ask how the designs for the underground facilities are shaping up?

I haven't started reworking them yet, though I did a couple of them. Ultimately I decided to try and focus on the surface structures to get them done, though that's obviously taking some time.

Welp, the underground structures haven't progressed too much. White Claw's been busy with work and family and since it's all volunteer work I won't be cracking any whips. :D

Yeah...Unfortunately work got pretty busy again last week (unexpectedly) and it bled over into this week. Partly because of that, I also had to work on a different side project this weekend. Also some family stuffs, though it's all on the good side at the moment. :)

So yes, still plugging away!
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