I find that, veritably, most of life is not constant; it undulates as a sinusoidal function of time whose Fourier transform is beyond our grasp, and whose period is unknowable. One thing is certain: Salmon, when served on croissants, is best served smoked.

Comment History
Timeroot
Timeroot - - 9 comments @ Quatris 1.0 (.app)

It's not a large game, sure, but- we don't *think* this mechanic - or a similar one - has been employed anywhere else? Or do you mean that all Tetris variants are unoriginal?

Good karma+2 votes
Timeroot
Timeroot - - 9 comments @ Quatris 1.0 (.exe)

Thanks! Yeah, there's no counter-clockwise turn. We considered having UP=Clockwisde DOWN=Counterclockwise SPACEBAR=Quickly down, and in fact the capability for setting the different turn versions for different keys is in the code; our problem was that using "Down" to turn seemed way more unintuitive than you might expect, and we found ourselves continually pressing DOWN to move down, and getting annoyed when it didn't work.

Maybe eventually we'll have some Options where you can configure it. And, yes, we're getting some feedback about things in the UI/controls that need to be more obvious.

Stuff for 1.1. :-)

Good karma+1 vote
Timeroot
Timeroot - - 9 comments @ Quatris

"Unless you put your software through correctness-proving software.

Then there's always one more bug in the correctness-proving software."

Good karma+2 votes
Timeroot
Timeroot - - 9 comments @ Space is Big

I would like to suggest something called octrees to you. I don't know if you've heard of them them or not, but they're a lot like your sectors/supersectors/megasectors, generalized to have an arbitrary number of levels. They're used in a lot of game engines - particularly the physicsy bit - to just this, keep hit detection efficient. If you have N objects, you can check that there are no hits in about log(N) computations. This number rises, of course, when there are lots and lots of collisions. Because there will be at least as many computations as there are collisions. But for the vast majority of the time, when you're just drifting, it's very efficient. You can have ten thousand objects and check each of them in just around 13 steps, for comparison. Considering that each object needs to be checked [unless your code gets very extra fancy], this comes out to about a hundred thousand computations, which is fine at 30fps.

Good karma+3 votes
Timeroot
Timeroot - - 9 comments @ The pros and cons of making a game alpha

I agree. 2 words: "Feature bloat".

Good karma+2 votes
Timeroot
Timeroot - - 9 comments @ So far you have played more

Triple A, like, 5 stars...? Big name companies.

Good karma+2 votes
Timeroot
Timeroot - - 9 comments @ Portal:Access All Areas

I don't see why you can't use the Portal 2 mod - what are you adding in the game programming that's new? Why not just make a content-only mod?

Good karma+3 votes
Timeroot
Timeroot - - 9 comments @ Plans for the future, and some...detours.

That pun was unintenional, sorry.. X-D

Good karma+1 vote
Timeroot
Timeroot - - 9 comments @ Plans for the future, and some...detours.

Is this mod still alive? I'm just curious, cause it looks like it could be good once (if?) it's finished.

Good karma+1 vote