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Diagrams on my pathfinding pages

 tháng 12 31, 2013     making-of, pathfinding     No comments   


My A* pages have some diagrams on them that look like this:






Colorful! Pretty! But what do the colors actually mean?




  1. In A*, the g value tells you how far you are from the start. In the diagram, this is blue.

  2. In A*, the h value is a guess of how far you are from the end. In the diagram, this is yellow.

  3. Areas that are in between are greenish.

  4. Areas that are bright are along the path.

  5. Areas that are both far from the start and far from the goal are darker. (None shown here)



Even though I know what the colors mean, I find it hard to interpret this diagram. It's hard to interpret two color channels together. It's hard to see the g and h values separately, and really hard to figure out the f value, which combines the two.



I've been thinking about how to reorganize and rewrite my pathfinding pages, and I want to make diagrams that better convey the key concepts. What variables from the algorithm could I show?



  • The g value, the actual distance from the start to any other location.

  • The h value, the estimated distance from any location to the end.

  • The f value, the combination of g and h, used for deciding which order in which to process locations.

  • The parent pointer, which tells you how you got somewhere.

  • The open set, showing which locations need to be processed.

  • The closed set, showing which locations have already been processed.



My existing diagrams show the state when the algorithm ends. For g, h, f, parent, this is fine. However, open and closed aren't particularly interesting at the end, so I hadn't bothered making a visualization for them. I focused on g and h. When I went back to make these diagrams interactive (see demos for square, hex, and triangle grids), I did the same thing. I now think that was a mistake. It's just not a good visualization.



The algorithm is a dynamic process. Locations change from “unvisited” to “open” to “closed” over time. State transitions aren't easily expressed in the static diagrams I had made. But the state transitions are the key to understanding how the algorithm works, and explain why you even want the f value. There's no backtracking in A*; it has a “frontier” that expands outwards until it hits the goal. That's one of the key concepts. And I hadn't shown that at all on my A* pages.



So here's an attempt at a diagram showing open and closed as well as the default state of unvisited, captured while the algorithm is still running, not at the end:






The blue is open; the shaded areas are closed; the lighter areas are unvisited. Is it as colorful as the first diagram? No. But I think it's much easier to interpret. It's still missing the key point: the blue frontier expands over time. To show that expansion, I need to animate this diagram. That's what I'll work on next.



In this case, the thing I want to visualize — the frontier — comes directly from the algorithm. In other projects, such as the article on probabilities, the key concept in the visualization didn't exist in the algorithm. I need to be open to the possibility that the concepts I should show aren't necessarily the ones that are directly encoded in the algorithm's variables.



When you learned graph search, what were the key concepts that helped you understand it? I've been focusing on the expanding frontier (open set) but I'd love to hear what else I should be looking at as I work to rewrite my pathfinding pages.

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Torque3D seems to finally get a Linux port!

 tháng 12 27, 2013     3D, crowdfunding, linux, ROTC, torque3d     No comments   

Following the release of the Torque3D engine under the MIT license (latest release 3.5 here), there was a lot of back and forth regarding a port to Linux (the engine actually used to have a good Linux port, but that one was dropped a few years back). At some point there was even an official Kickstarter crowed-funding attempt, which however failed to reach the estimated funds (but nether the less more than US$10k were pledged). After that things quited down, but several people continued developing a OpenGL renderer and Linux port.

Now it seems like all these efforts seem to be near a somewhat usable Linux port or at least that's what I understand by following this forum thread.

Torque3D running on Xubuntu 12.10

In the short term the most interesting application of this Linux port is probably that the creator of RotC has announced on his currently running indigogo campaign to liberate (and update) the game, that now there will also be a Linux port.

Great news if you ask me, so don't forget to pledge some of that Christmas money you got towards reaching the funding goal (currently $388 out of $1500, with 36 days left). Let's make this happen!

Edit (nearly forgot): these two projects related to Torque3D might be interesting to follow: Project GREED and Zentense.
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December RTS updates

 tháng 12 25, 2013     0ad, 2d, 3D, genre-rts, openra, platform-linux, platform-osx, platform-windows, warzone2100     No comments   

Merry Christmas from FreeGamer!

As a nice present from the 0 A.D. team, the new Alpha 15 Osiris was released today:



Lots of great new features and especially multiplayer games should be now much easier to do with hosting improvements and a lobby for browsing available games.

Another open-source RTS engine (using Mono/C# though) has also released a new version: OpenRA. Currently it is still geared toward running an assortment of older Command & Conquer based games, so you need to own these for the data. But this release adds lua scripting for the creation of custom missions, so maybe someone will come up with a libre game to run on this engine.

Last but not least, a new version of Warzone2100 was released about a week ago. This one actually includes some higher resolution textures, which is hopefully the first step to officially integrate all the awesome new art assets from the art revolution project.
Speaking of WZ mods: There is also an interesting new tower-defense mod currently being developed.
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Let's Play Permissions for Open Source Games With Free Art

 tháng 12 21, 2013     community, crowdsourcing, licensing, video     No comments   

Let's Play (LP) is an uprising form of previewing and experiencing video games.

While a review summarizes the experience, a LP allows to look a player over their shoulder and indirectly experience the game from one perspective in its entirety - if both Let's Player and viewer have the endurance.

LPs have many styles: non-commented, informational, humorous... And their production quality varies too, be it video, audio or presentation.

Example of a Let's Play video in its natural environment

Some creators of LPs ("LPers") earn money using YouTube's monetization features. When they do, YouTube's semi-automatic moderation process starts paying more attention to the videos' compliance with copyright.

Sometimes, LPers will contact game developers to receive permission to create LPs. To many creators of games, LPs are a welcome form of promotion and they will always say yes.

Clint Bellanger of FLARE released a Let's Play policy, which elegantly covers both the situation in which a game's art assets are CC-BY-SA 3.0 licensed and where all copyright belongs to one person.

FLARE is a collaborative effort of many artists who agreed to release their art under CC-BY-SA 3.0 and I think that FLARE's LP policy reflects the intention of the license very well.

A complicated case might be a game which contains art that is under the GPL, which could be interpreted in a way, that requires the resulting video, as well as video project files to be made available under GPL as well.

In theory, any LP could be considered "fair use". However, for-profit use and use of large portions of a work are often considered as not being "fair use" - for example by YouTube.

For game designers, I consider LPs to be a valuable resource, allowing to look up features or part-experience gameplay, where acquiring, installing and playing the game would be impossible, due to time restrictions.

I recommend looking up games that you have fond memories of or which you always wanted to try but the installation effort was too high on lparchive.org or just YouTube's search function with "let's play" in the query.

If YouTube's HTML5 doesn't work for you, youtube-dl will allow you to circumvent flash player issues (monetized YouTube videos appear to require flash).
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Reminder: 1 week left to vote

 tháng 12 18, 2013     award, linuxgameawards, vote     No comments   

Voting for the Linux Game Awards January 2014 will come to an end in about one week (24th of December).

Project of the Month January 2014


So if you haven't voted yet, don't waste any time!
You can read more about the award in this older blog entry.
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Tales of Maj'Eyal (ToME) version 1.1.0 and Steam edition

 tháng 12 14, 2013     2d, genre-roguelike, genre-rpg, steam, Tales of Maj'Eyal, ToME     No comments   

The great roguelike RPG Tales of Maj'Eyal (ToME) is available as a new version (1.1.0) nicknamed "Full Steam Ahead". Here is a slightly older trailer for version 1.0.5.:



Release highlights:

  • New necromancer tree: Animus
  • All achievements now feature beautiful 128x128 images
  • Improved Alchemist interaction with its golem
  • Tons of fixes and balance adjustements
  • Many improvements for addon creators, including a way to enable debug mode and a tool (inthe debug menu) to register and upload addons to te4.org directly from the game.
  • Includes a Fez. Fezzes are cool!
Interestingly it has also been "greenlit" on the popular game distribution channel Steam, so if you want to donate to the developers you can also do it by buying ToME through this channel. The currently discounted version includes a DLC with an updated UI (and the hint for a Steampunk themed extension) which seems to me like a planned way of funding the development of the game in the future.
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Help to ROTC:Ethernet to become fully open-source

 tháng 12 08, 2013     3D, crowdfunding, genre-fps, ROTC, torque3d     No comments   

The creator of the nice, but pretty niche, freeware game (but with Creative Commons licensed assets) Revenge of the Cats: Ethernet has just informed us that he started a Indiegogo campaign (target US$ 1500) to liberate the game.



The current version still runs on an old closed source build of the Torque3D engine, but with the somewhat recent move to MIT licensing, it has now become possible to go fully open-source.

According to the author:
All I need is about a month's time and some cash to make it happen.
So lets give him the help he needs ;)

The only not so great part of it is that the Linux port of the Torque3D MIT engine is not yet available. Several people are slowly working on it, but after a failed attempt to crowd-fund it, there seems to have been some setbacks.
But optimistically speaking, this could give it the needed push to also motivate the finalization of a working Linux port.
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MA Design Degree Show - UCLan. Featuring our MA Games Design students!

 tháng 12 06, 2013     MA Design Degree Show - UCLan. Featuring our MA Games Design students!     No comments   

See link below for MA Design Degree Show

http://youtu.be/UJSljjIDATQ

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  • Saija Sipila interviewed on Linkedin.
  • Sarah Akers and Will Butterworth visit Uclan Games Design
  • scifi
  • SDD
  • sdl
  • Secret Santa day for Uclan Games Design
  • Shaun Mooney
  • Shooting Games
  • Siân Knight
  • Simulation Games
  • sintel
  • sintelthegame
  • solarus
  • Some of our UCLan Games Design Success Stories.
  • space station 13
  • spacenerdsinspace
  • Spider Man
  • Sports Games
  • SSD
  • standalone
  • Stealth Games
  • steam
  • strategy
  • Strategy Games
  • Strife
  • structure
  • Student Hero Nomination for James Moorby
  • stuntrally
  • style-historical
  • style-retro
  • style-sci-fi
  • summerofcards
  • superpowers
  • supertuxkart
  • Survival Games
  • systemshock
  • Tales of Maj'Eyal
  • TBS
  • td
  • terminal-overload
  • Terra Centauri
  • Tesseract
  • The Castle Doctrine
  • The Great Northern Creative Festival
  • The Great Northern Creative Festival Games Event.
  • The Great Northern Expo award for Games Design 2108
  • The Great Northern Festival - Games Design UCLan
  • The Impact of Play in Society.
  • THE NORTHERN FESTIVAL AWARDS
  • theskyofverdun
  • theyearning
  • Three more Games course Alumni Posters
  • Tips and Trick PS4
  • tobutobugirl
  • tol
  • ToME
  • Top Down Shooter Bugs
  • Top Down Shooter BUGS!
  • torque2d
  • torque3d
  • tournament
  • towerdefense
  • tremulous
  • triangles
  • Trip and Trick PS4
  • tutorial
  • UCLan Alumni selected as part of BAFTA Games Crew.
  • UCLan Alumni Steph McStea named in the 100 rising stars of the UK games industry.
  • Uclan BA(Hons) Games Design Book
  • Uclan Game Jam 2015
  • UCLan Game Jam 2017
  • UCLan Games Alumni 'White Paper Games' featured in both Edge and Games TM Magazines.
  • Uclan Games Design - Night of the Private View 2014
  • UCLan Games Design Alumni
  • Uclan Games Design Alumni are amongst the best at EGX 2017
  • Uclan Games Design Christmas Party 2018.
  • UCLan Games Design Course trip to EGX 2018
  • Uclan Games Design Degree Show 2013
  • Uclan Games Design degree show 2014
  • UCLan Games Design Degree Show 2018
  • UCLan Games Design Degree Show 2019
  • Uclan Games Design Easter Quiz
  • UCLan games design groups present Lego game ideas.
  • Uclan Games Design Induction week 2014
  • Uclan Games Design Second Year student showcase 2014
  • Uclan Games Design Student
  • Uclan Games Design students in Global Game Jam
  • Uclan Games Design visit EUROGAMER 2015
  • Uclan Games Grad Steph McStea is now...
  • Uclan Games Jam 2016 Finale and Awards
  • Uclan Games Student designs Summer Reading Scheme characters for The SCART Club
  • UCLan Games Student enters Rookies Competition 2019
  • Uclan Games students working with 'Soccer Manager'.
  • UCLan Global Game Jam 2016
  • Uclan Groups present GAME JAM concepts
  • Uclan Lecturer
  • Uclan's Games Design Alumni
  • Ukie team on the UK pavilion at Gamescom
  • unvanquished
  • UPS
  • Urho3D
  • valyriatear
  • vdrift
  • vdrift-ogre
  • veraball
  • video
  • video games
  • Views of Preston created by Uclan Games Design Students
  • Visit from Tom Kewell of Foundry 42
  • Visit to Uclan Games Design by Joe Nelson
  • visits Uclan Games Design course
  • voadi
  • voronoi
  • vote
  • voxel
  • vue
  • Warner Bros. visits Uclan
  • warsow
  • warzone2100
  • wesnoth
  • White Paper Games launch 'The Occupation.
  • White Paper Games launch 'The Occupation' at EGX Rezzed 2017.
  • WhitePaper Games QA session with Uclan Games Course
  • windows
  • worldforge
  • wtactics
  • WTS
  • Wurmsyn
  • wyrmsun
  • xonotic
  • ya3dag
  • Year 1 Games Design student completes timelapse concept art film.
  • yodasoccer
  • ysoccer
  • zelda
  • zero-k

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