1. Slow Text-gui

I just got a Causeway 5 Error (Out of memory) when running my program from ed.
When I ran it from the command line it worked. Presumably ed was taking up too
much memory. I have about 520K free conventional memory and 6MB RAM in total.
Did Causeway need more conventional or extended memory ?

Another twist to my problem running ee.ex ...

I discovered that when I scrolled by pressing the down arrow then only the
bottom line was redrawn but when I used the arrows on the scroll bar via the
mouse the whole screen got redrawn. The whole screen was redrawn when I Paged
Down as well.

My math include file now does matrix multiplication (all matrices),
determinates and inverse matrices (AxA matrices). It should soon be able to do
basic integration and differentiation. Maybe some of you 3d guys may find it
useful if you have not done the code already.

What is going on with the Markup project ? Is it being done secretly or has it
been scrapped ?

I think that the recursive ex.ex idea would be handy for turning your p-200
into a 386 to simulate your program on machines like mine. Alternatively you
could rescue a 386 from the scrap yard...

Some newbies asked for ideas for programming. Here is mine. I think any
competitive members of the list will find it interesting.

How about a multiplayer game, where the skill is not in strategy or reactions,
but programming skill. Pitting different people's code against each other and
seeing which comes out top. It is a bit like AI I suppose and could turn into
a full game. The scenario could be an aerial dogfight or something simple like
a maze. Each player would have a routine, each rountine would be called in
turn and given all the variables in order to make its decision. Does anybody
fancy the idea ?

If you find me a bore, send me a SHUT UP mail, otherwise give me your
opinions.

Sorry I have gone on so long.

Daniel

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2. Re: Slow Text-gui

>What is going on with the Markup project ? Is it being done secretly or has
it
>been scrapped ?

    What Markup project, well it aint a secret any more I suppose..

>How about a multiplayer game, where the skill is not in strategy or
reactions,
>but programming skill. Pitting different people's code against each other
and
>seeing which comes out top. It is a bit like AI I suppose and could turn
into
>a full game. The scenario could be an aerial dogfight or something simple
like
>a maze. Each player would have a routine, each rountine would be called in
>turn and given all the variables in order to make its decision. Does
anybody
>fancy the idea ?

    Very cool idea, we don't need suberp grafix, nor suberp gameplay, we
only need a "virtual world engine" written by some1 who doesn't play its own
game.
    Then we could write our own player's routines. (we can use a set of
global routines, vars and constants to interact)
    Then we register the routine iD's of our player.
    And let the virtual world engine show us a fight.

    We could then use multiplayer, or save our hero as a file. (shrouded if
we think it we want to hide our techniques.
    And maybe we want to create multiple players, and let them work in teams
against each other.

    It should be a very cool play-thingie. And Euphoria is brilliant for
this.

>If you find me a bore, send me a SHUT UP mail, otherwise give me your
>opinions.

    ??!! What ???!

    If any1 finds me a mail, sent your self a SHUT UP mail 8-)

Ralf

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3. Re: Slow Text-gui

>My math include file now does matrix multiplication (all matrices),
>determinates and inverse matrices (AxA matrices). It should soon be able to do
>basic integration and differentiation. Maybe some of you 3d guys may find it
>useful if you have not done the code already.

        Where will I find it? Thanks, Art
Arthur P. Adamson, The Engine Man, euclid at isoc.net

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4. Re: Slow Text-gui

Daniel writes:

> I just got a Causeway 5 Error (Out of memory) when
> running my program from ed. When I ran it from the
> command line it worked. Presumably ed was taking
> up too much memory.

Probably true.

> Did Causeway need more conventional or extended memory ?

CauseWay starts off using extended memory, then
when that's gone, it starts using up conventional
memory. Then it uses swap space on disk before
finally declaring that it is out of memory. However it
does grab a certain amount of conventional memory
no matter what, each time it is invoked, so I really
can't give you a definite answer.

You can free up extended memory by reducing the
memory allocated to SMARTDRV, RAMDRIVE etc.

Or, simply exit ed or ee before running a large program,
as you have done already.

Regards,
     Rob Craig
     Rapid Deployment Software

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5. Re: Slow Text-gui

>
>What is going on with the Markup project ? Is it being done secretly or has
it
>been scrapped ?

It's on a back-burner. A burner, you see, but just in the back. :)

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6. Re: Slow Text-gui

> How about a multiplayer game, where the skill is not in strategy or reactions,
> but programming skill. Pitting different people's code against each other and
> seeing which comes out top. It is a bit like AI I suppose and could turn into
> a full game. The scenario could be an aerial dogfight or something simple like
> a maze. Each player would have a routine, each rountine would be called in
> turn and given all the variables in order to make its decision. Does anybody
> fancy the idea ?
There are allready a few games like that (see my A-TRobots page
at: http://www3.mistral.co.uk/billparsl/atrobots.htm) but I think a
Euphoria one is a great idea!
It could work seting and reading global vars to tell the main game
what it wanted to do.  So say if it wanted to turn 180o  it
would set the TURN var to 180o and then it could monitor the TURNED
var to see how far it had got.
--PatRat (Thomas Parslow)
--               ()___()
--                (o o)
--                =\O/=
--             Rat Software
-- http://www3.mistral.co.uk/billparsl/

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7. Re: Slow Text-gui

>Some newbies asked for ideas for programming. Here is mine. I think
>any competitive members of the list will find it interesting.
>
>How about a multiplayer game, where the skill is not in strategy or
>reactions, but programming skill. Pitting different people's code
against each
>other and seeing which comes out top. It is a bit like AI I suppose and
could
>turn into a full game. The scenario could be an aerial dogfight or
something
>simple like a maze. Each player would have a routine, each rountine
would be
>called in turn and given all the variables in order to make its
decision. Does
>anybody fancy the idea ?

There are a couple of games that do that. The best one (I've seen two) is
Robot Battle. The robots are tanks, consisting of three things. The body,
which is the main part, and can turn and has the treads. It has the
slowest turning rate. It moves in the direction the torso is facing. You
can call up a variable to find out exactly which direction you are
facing. The second part is the turret, and moves a bit faster. You fire
in that direction, and you can call up a variable to see which direction
it is facing. The third is the radar, or sensor, which has the fastest
turning rate, and can of course, you can call up a variable in the
scripting language to see where that is facing so when you find a robot
you can aim your turret at it. There are several nice language features,
like events. You can make any routine happen on an event (such as
colliding, getting hit, detecting an enemy), and then you can change it
to a different routine next time the event happens (to create a less
predictable pattern).

This is one idea you can do, and is pretty cool. The author holds a
contest to see who has the best robots. Two contests for each version.
(You have to pay him an entry fee, but where else would he get the money
to pay the winner and runners up?)

Another idea you could do for this is let the programmer know certain
variables that he can access from an Euphoria E file. Use code similar to
this, I guess:

constant PLAYERS = 4
include player1.e
if players >= 2 then
    include player2.e
end if
if players >= 3 then
    include player3.e
end if

and so on for the maximum players.

There are global variables that the .e file can access and the programmer
codes in Euphoria to see what he can do with those variables to survive.
You can place the arrays together like this:

big_array = player1   -- player1 is player 1's entire array
if PLAYERS >= 2 then
    big_array = big_array & {player2}
end if

and so on.

I'm sure there are plenty other ways, but here are the ideas anyway.
Hope somebody can do something with them. :)

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8. Re: Slow Text-gui

Is this realy about Slow Text-gui's anymore??

Ok, i like the idea of a ai programming robot battle game thingy.. so
i've decided to make one.

The robots won't be programmed with euphoria code though.. the language
you must use for the robot ai is similar in structure to assembly
language.. but don't get worried, it's not some horrable monster.. It is
pretty simple to learn. and is the best i can come up with in the way of
a language at the moment, anything else would be too hard for me to
start off with. I've already made a loader for the ai code, and that
works correctly. you can even have --euphoria style comments. I think
the original idea was probably to have something using euphoria code,
but sorry i'd rather do it this way. i might have to make an IDE for
editing ai code, cos it really needs syntax coloring to make it easier
to see what you're doing.

i've also got a few routines for the robots ai code to call up to do
their movement and all that and get info on the environment around them,
but as of yet, you can't actualy run the ai code, i'll do more work
today so i can get my little test robot to run around and fight another
robot and they can both have the same code to start off...

The actual environment that the robots battle in is pretty complex, even
having multi level terrain, ie. hills, etc.. and different weapons,
special equipment, place different robots on teams so it's more of a war
than a fight.. blah blah.. and a whole lot more..

The ai code is split up into 4 sections:

[IMMEDIATE] all executed during robots turn,
[LIMITED] executed between other robots turns, limited # of statments.
[RANDOM] executed at end of robots turn.. chooses a random routine.
[REACTION] triggered by certain enemy events, eg enemy move, enemy fire.

so this enables the combat to get pretty intense, not to mention
complicated.. but i think the extra complexity will be worth it.

If anyone is interested in this idea or has ideas they wish to
contribute, PLEASE tell me. If it seems appropriate i may post a sample
piece of robot code here, but i'll wait and see what replies i get
first.

hopefully this thing will have cool graphics too, that should be pretty
easy though, so it's not much of an issue. The robots are planned to be
kinda like battle mechs, if you know what i mean ..


  -Mark / Liquid Nitrogen.

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