Ton of questions, I've been working on a small game (+engine) myself and it has been magnitudes more difficult than I imagined.
Do you have any blog posts about the process of making this? I see the technology link, but I'd like to hear a little more about the architecture. Something along the lines of a post mortem maybe.
* What sparked this idea?
* Was your initial set of features more simple or more complex?
* Any features you had to give up on?
* Any unexpected features you were able to add after you were forced to rearchitect it? (Ok, I may be painting my own experiences on you with this question.)
I haven't written a post mortem yet, partly because I'm still building it, and partly because I hadn't seen it under heavy load (although I woke to emails from linode screaming at me about high CPU usage)
* The idea is one that I've been toying with for years. I've made other experiments that got some notice here a few years ago, too.
* There are some extra features that I still want to add at some point ('formations' for pre-building shapes, as an example. The database table is there, but no functionality.)
* Nothing given up on entirely yet.
* The only rearchitecting that happened was replacing the board UI with a canvas implementation. The initial version used a table and was painfully slow. From past experience I knew that wouldn't cut it, but it was an easy starting point.
* the initial commit was... October 2nd, but I didn't start working on it till a week later. All in all, I've just grabbed time between other (paying) projects.
Pretty cool! I did something similar when I was learning javascript. I built GoL for a three-state system. Here's the bl.ocks.org link : http://goo.gl/H0Wqxo
Not sure how good they are in practice. I just experimented a little bit with it ( https://i.imgur.com/pLyKKpg.png ) and there seem to be a pattern that destroys the uniform line pattern in certain directions (in the lower part), however, with most obstacles it left a lot of stuff behind (the upper part in the picture). The initial pattern is not very simple though: https://i.imgur.com/PfVjVOt.png
Comments
I made this as an experiment. It's an idea that I've been toying with for a long time, but I only just got around to building it.
Ton of questions, I've been working on a small game (+engine) myself and it has been magnitudes more difficult than I imagined.
Do you have any blog posts about the process of making this? I see the technology link, but I'd like to hear a little more about the architecture. Something along the lines of a post mortem maybe.
* What sparked this idea?
* Was your initial set of features more simple or more complex?
* Any features you had to give up on?
* Any unexpected features you were able to add after you were forced to rearchitect it? (Ok, I may be painting my own experiences on you with this question.)
* How long did it take?
Let's see...
I haven't written a post mortem yet, partly because I'm still building it, and partly because I hadn't seen it under heavy load (although I woke to emails from linode screaming at me about high CPU usage)
* The idea is one that I've been toying with for years. I've made other experiments that got some notice here a few years ago, too.
* There are some extra features that I still want to add at some point ('formations' for pre-building shapes, as an example. The database table is there, but no functionality.)
* Nothing given up on entirely yet.
* The only rearchitecting that happened was replacing the board UI with a canvas implementation. The initial version used a table and was painfully slow. From past experience I knew that wouldn't cut it, but it was an easy starting point.
* the initial commit was... October 2nd, but I didn't start working on it till a week later. All in all, I've just grabbed time between other (paying) projects.
Pretty cool! I did something similar when I was learning javascript. I built GoL for a three-state system. Here's the bl.ocks.org link : http://goo.gl/H0Wqxo
That was fun. I just discovered that I know nothing about good patterns for survival in Game of Life.
http://en.wikipedia.org/wiki/Gun_%28cellular_automaton%29
https://en.wikipedia.org/wiki/Spacefiller
How good are those?! Led me on to some of the other breeders https://en.wikipedia.org/wiki/Breeder_(cellular_automaton)
Not sure how good they are in practice. I just experimented a little bit with it ( https://i.imgur.com/pLyKKpg.png ) and there seem to be a pattern that destroys the uniform line pattern in certain directions (in the lower part), however, with most obstacles it left a lot of stuff behind (the upper part in the picture). The initial pattern is not very simple though: https://i.imgur.com/PfVjVOt.png
Can you give a little background on the technologies you used?
There is a 'Technology' link in the footer.
Really nice implementation btw.