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 The Lounge 
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Joined: Sun Jan 28, 2007 10:32 pm
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Now you're just showing off. :P


Wed Mar 18, 2015 10:06 pm
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How much would you be able to cache those things? I assume it's not quite as easy as setting up a table of those points and just grabbing the ones you need?


Wed Mar 18, 2015 10:39 pm
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You can cache all of them easy, and then they'd all have the same efficiency. In the case of CC, you'd have a global table for all of the same scripted objects to share.

The spiral ones would be super easy to cache and selectively use points due to the way they work (start at center [index 0 (1 for Lua)], spiral outwards with increasing index = increasing range).

Edit: Now that I think about it, Fermat's spiral would probably be the best if the points were cache'd, since its only downfall is speed.


Wed Mar 18, 2015 10:49 pm
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Do they have uniform density though? I thought you could increase the resolution?


Thu Mar 19, 2015 7:04 am
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Fermat's Spiral, Gridded Circle, and Grid have uniform density.

You can increase the resolution of all the methods, including the ones with non-uniform distribution.


Thu Mar 19, 2015 1:25 pm
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I guess I should have said constant density, my question being, if you cache the points, how do you deal with a higher or lower resolution?


Thu Mar 19, 2015 2:14 pm
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Duh102 wrote:
I guess I should have said constant density, my question being, if you cache the points, how do you deal with a higher or lower resolution?


You don't. For these kinds of things you don't really adjust the detection method in-game simply because there's usually no need, they're specifically tailored to whatever they're slapped on to.

Only exceptions I can think of are the new Constructor tool and the Techion Nanorifle. The Constructor's digging and the Nanorifle's sight first do a raycast with like 5-10 pixel spacing to grab a rough position of an obstacle, then they move back a point from the rough position and do a 0 spacing raycast to grab the exact location of the obstacle.


Thu Mar 19, 2015 2:22 pm
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Speaking of CC, what's the low down on things? CC seems dormant right now in terms of modding and vanilla progress. Hopefully I'm wrong and an explosion of mod releases/updates and vanilla insights will come along soon. Although, I can understand the plight of IRL. On another note, least the off-topic section is thriving (or at least the lounge is, kind of shows our laziness lol jk).

Edit: I would try and make a mod, but college is kicking me around and spring break is reserved for chilling until I'm an ice cube. I was thinking of making some SS13 related mods just for kicks, but idk if I'll ever do that.


Thu Mar 19, 2015 10:48 pm
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The yearly release is almost here, just a bit (few months) later than normal.


Thu Mar 19, 2015 11:13 pm
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Yeah, we should hopefully see a new build release fairly soon. I know a bunch of new things are being exposed to Lua so you can read/write more Stuff for the purpose of scripting, and there's the new Assemblies system that weegee previewed a little while ago.


Thu Mar 19, 2015 11:22 pm
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Awesome. Anyone beat or even play Hotline Miami 2: Wrong Number? That game is fantastic (I'm also too lazy to look into the gaming thread for an entry or to make one about it :P ).

Edit: Damn you comma for being so close to the period in the sense of keys.


Fri Mar 20, 2015 12:37 am
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Yeah, I played through Hotline Miami 2 and now I'm hooked on its soundtrack. They did such a great ♥♥♥♥ job with the expanded lore and story.


Fri Mar 20, 2015 12:50 pm
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Fri Mar 20, 2015 6:43 pm
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That music on the level "Seizure" was insane, I'm a sucker for awesome club music. Every single level had its own music, and all of it was unique and fitted the scenes superbly. That finale was one of the most euphoric things I've been through in a game. 10/10 and there is replay value for better grades and using new abilities. Also don't forget to start a new again (Idk if you need to be in hard mode) because there is a little something for the returning player. Also Thug Cat be killin it and da shots.


Fri Mar 20, 2015 9:07 pm
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Yeah I already started again in hardmode, could only get a few levels in though, that ♥♥♥♥ is actually pretty tough
I'd say the soundtrack is even better than the first game's, mostly because it's so much more varied


Fri Mar 20, 2015 9:24 pm
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