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 51 
 on: 2016-07-29 04:54:12 
Started by TritonDreyja - Last post by Hydroque
You should work on anti aliasing and smoothing the hard corners on the terrain's edges sometime.

 52 
 on: 2016-07-29 04:49:40 
Started by Fishbreath - Last post by Hydroque
Interesting. I read Jono's post, and I will take a look at your link.

 53 
 on: 2016-07-29 04:48:09 
Started by purenickery - Last post by Hydroque
I never said it would be a failed attempt. I don't like the look of it is all. Thats why devs have the option to disable (that and performance reasons).

 54 
 on: 2016-07-29 04:46:15 
Started by RKJ - Last post by ziozio
There are phones that still use J2ME?

From an ide perspective, NetBeans has a J2ME set of plugins

 55 
 on: 2016-07-29 04:37:23 
Started by BurntPizza - Last post by Kailoss
What I did today... Passed that crazy anti-bot quiz with the Albert Einstein question, thought I was a goner for sure when I saw the second question... Not going to spoil the answer though.

Had a look through some of the old posts in this thread, saw GXSCC, and installed it. 8-Bit version of Dust in the Wind is amazing.

Also created my very first glfw window today! My first day playing with java so even just an empty window is pretty exciting!  Grin

 56 
 on: 2016-07-29 04:28:53 
Started by KenOfNZ - Last post by Kailoss
Ascension or Ascenion? Not trying to be an ass, but I really am curious which it's supposed to be.

Game ran with no issues, except that there's nobody on the us east server! I ended up running two instances of the game and creating two characters so I could farm myself for exp and get to level 2.

My only gripe was that it was really difficult timing the jump when I was at the edge of a platform.

 57 
 on: 2016-07-29 03:51:26 
Started by RKJ - Last post by RKJ
Hi, I want to make games for Java mobiles. I want to learn J2ME. What IDE and softwares do I need?

 58 
 on: 2016-07-29 03:35:35 
Started by BurntPizza - Last post by TritonDreyja
After about 9 hours of headaches these past 2 days, shaders are useable in this game and I have began to experiment with them.



This specific water shader is a bit buggy as you will see in the bottom left, but I am happy that I finally got around to learning basic GLSL because I have been wanting to use this in projects I've had way back before TF but just couldn't learn how to do it at all.


 59 
 on: 2016-07-29 03:35:00 
Started by TritonDreyja - Last post by TritonDreyja
After about 9 hours of headaches these past 2 days, shaders are useable in this game and I have began to experiment with them.



This specific water shader is a bit buggy as you will see in the bottom left, but I am happy that I finally got around to learning basic GLSL because I have been wanting to use this in projects I've had way back before TF but just couldn't learn how to do it.

Aside from shaders, I've been brainstorming for points of interest in the game, and the first to be drawn in was a sky tower on a floating island (it can be seen in the background).



POIs like this will be accessible through portals and the "digital deep" biomes seen earlier in this thread will be recreated as independent maps accessible through tiered portals as well.


 60 
 on: 2016-07-29 03:03:45 
Started by Fishbreath - Last post by Fishbreath
Great to hear, Jono! I look forward to seeing your entry play. Well done on the speed: OpenTafl's built-in AI can be either fast or memory-efficient, but not both, and right now, it's more on the memory-efficient side. (To a degree. It's all fairly heavyweight, since I'm using the same code as for the engine.) I think the best I ever did was 200-300k nodes per second on fairly beefy hardware.

I'm fascinated by your results w.r.t. old-school technique against Monte Carlo. My gut suggests that MCTS will produce better results in the long run, although you're probably right that there isn't nearly enough expert knowledge, nor a large enough corpus of games, to make it workable. Maybe later on in the fall, I'll ask for game records from Aage Nielsen's website—there have been a few thousand to maybe a few tens of thousands played there. It would be a handy thing to have.

Hydroque, if you want to look at another, less well organized approach, OpenTafl's built-in AI package is here. Start with AiWorkspace.explore.

Anyway, OpenTafl is now up to v0.3.3.2b, which is I-swear-for-real the v0.3.x stable release, barring any bugfixes required. Network play is feature-complete, including loading saved games. v0.4.x is upcoming, with two things solidly in line: variations during replays, along with support for puzzle-type saved games, and AI improvements. There are lots of heuristics known for chess programming I'd like to try to apply here.

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