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April 23, 2021, 06:51:36 AM
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News: 06/21/08 - Fybertech: Forgotten History 06/13/08 - Fybertech: The De Novo Project, part 14 06/04/08 - Fybertech: The De Novo Project, part 13 |
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21
on: November 18, 2015, 02:03:35 AM
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Started by Silver Ranger - Last post by Silver Ranger | ||
Made a cool logo so I thought I would post it.
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22
on: October 22, 2015, 01:44:58 PM
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Started by MDude - Last post by MDude | ||
Was about to post this on the board for Manic Digger but then it suddenly went down. Instead of waiting for it to return I'll just put a copy here for now. And just generally talk here about idea that might work in vaguely Minefraft-like games.
I was looking at Wikipedia articles when I came across one about the Harris martix, which is a tool used in archaeology in describing how a site was structured. From what I've read and observed of terrain in Minecraft, it struck me as a useful concept for games with such generation systems. One of the more difficult parts of terrain generation seems to be making complex structures, such as towns and dungeons, appear coherant. Villages hang off cliffs and mineshafts intersect poorly with dungeons tunnels. Harris matrixes appear perfectly suited for mitigating this problem. Before actually generating the terrain, one could produce a Harris matrix for the area. The chart could be constructed from bottom to top, by proucing a layer at a time. After each layer, various featrues like cuts and walls could be added in relation to each other, possibly dividing layers. How this would help is that features could have rules as to what other features they can be placed directly on top of, to help prevent things from connecting nonsensically. This matrix could then be refferenced when placing structures such as minesfafts and ravines to better determine where structures should be places relative to each other, and how overlapping objects take precident over each other. So a house might be made with a foundation, which goes on a construction cut, which itself would not be placed directly on a ravine cut, so a house would not generate over a ravine. Thus one would be generating archaeological charts and shaping the terrain to fit, the reverse of observing terrain and creating a chart to describe it. |
23
on: July 28, 2015, 01:59:23 AM
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Started by Silver Ranger - Last post by Silver Ranger | ||
24
on: July 26, 2015, 04:07:42 PM
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Started by MDude - Last post by MDude | ||
Not be confused with the Teen Titans character ★Fire. It's some program I found that's for peer-to-peer program stuff, and that seems kind of interesting so I think I'll try it out. https://mempko.com/firestr/firestr.html
For now I'll see if I can do some programming with it, but the idea is to do stuff with other people, so I've attached my contact info for it in a txt since these things are pretty long to put in a thread. Edit: So now that I actually know where to share stuff privately, I'm just going to consider this contact info defunct. If anyone wants to use Firestr with me, I can put up my profile elsewhere later. Wait, I was already starting to use "Meticulac" back then? ...This was from less than two years ago? My sense of time has pretty much no accuracy beyond "thirty minutes ago or longer". |
25
on: July 09, 2015, 01:17:04 AM
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Started by Silver Ranger - Last post by honey9 | ||
26
on: July 09, 2015, 01:08:46 AM
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Started by Red_Raven - Last post by honey9 | ||
27
on: July 09, 2015, 01:01:02 AM
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Started by Red_Raven - Last post by honey9 | ||
28
on: July 09, 2015, 12:53:44 AM
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Started by Red_Raven - Last post by honey9 | ||
29
on: July 09, 2015, 12:45:05 AM
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Started by Iddi - Last post by honey9 | ||
30
on: June 18, 2015, 10:50:30 AM
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Started by FyberOptic - Last post by FyberOptic | ||
The chat uses Java, so installing that might make that work.
As for IRC, I don't know what to tell you. If Ubuntu doesn't come with a chat client automatically then you'll have to look in the software installer thinger and try to find one. Look for something like XChat maybe. The IRC server would just be fybertech.com, standard ports (like 6667). |