Watching Oscar winning animator http://ping.fm/UVDAI Great clips, see 1st one for productivity tip.

Watching Oscar winning animator http://ping.fm/UVDAI Great clips, see 1st one for productivity tip.

I think I’m a Cowboy Coder (http://ping.fm/9owS3)
Quick physics test for Link-Dead showing bouncing balls and working very fast collisions. http://ping.fm/28LQ8
Programming is just arrangement of structures and data. If a problem/block arises it is either:
– because you are constrained within the limits of the structures you are using (like using an external programming library) or
– because you have not planned out how to cleverly arrange the structures you are using
Example:
I was using an external programming library called Box2D. It is a physics library. My game is not a physics game but it has elements of physics in it (like flying and colliding objects). Yet it is a game mainly defined by game logic and playability rules which are not “physical”. One of the biggest problems I had (it has been months, what you see in the test version is something working but buggy) was choosing between walking past and climbing stairs. This is a very hard problem if you are working with a physics library because physics are deterministic. There is no choice for a human, it is just math, so you must build tricky work-arounds. Which sometimes work sometimes not, anyway they are a pain in the ass. I got fed up with it and decided to write my own code for dealing with this from scratch.
What I did:
A physics library holds only collision data for a map that describes the position, size and structure of walls and floors. It is built only for the purpose of stuff bouncing off inside a map. I need more. That’s why I made my own collision data structures which keep more information. For example for each floor/wall/stairs I hold information where does it connect to and which direction I can walk on it. This is very useful for the stair climbing problem as well as very good data for AI bots.
To end this a final note:
The Greatest Optimization Method Ever – All algorithms can be bypassed by arranging data differently.
Ponder on this for a moment. I managed to eliminate hundreds of checks of a Line-to-Line collision algorithm per second just because I did what I described above. Hell, I didn’t even need to write the damn algorithm at all! I don’t like programming algorithms – I like programming games – which is in fact – just arrangement of structures and data.
According to my postulate “Don’t do what a computer can do for you” I want to automate my blogging. Why write if a computer can show what you’re doing. I need a program that sits in the tray and takes screenshots every couple of seconds and uploads it on a website with a gallery. Is there a software like that out there? If not does someone have spare time to do something like this?