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hmmm

Posted: Fri Jan 04, 2008 11:09 am
by camel
this has not much to do with the game but dont you also like the look of my "sanitized" boards? :-)

http://666kb.com/i/auy8rffa7ngeyjpvs.png

p.s.: my solver is slow becaus i am using a different approach then all of you ... we called it the path-via-subpatch-caching-locationing technique :-))) i got a x/y->subpathlength_up_to_length_n and a subpathlength_up_to_length_n->x/y lookup structure that makes locating even paths with a length of 500 very easy. n is something between 5 and 10 or so ... something not to small ... something not to big so creating the lookup tables wont take an hour :-)

Posted: Mon Dec 29, 2008 6:09 am
by antirem
dude.. that looks sweet how did you do that.

Posted: Wed Dec 31, 2008 8:14 pm
by Allosentient
Haha, my solver uses 3D (OpenGL) with a user-controllable camera :P

I like what you did!

Posted: Wed Dec 31, 2008 8:56 pm
by therethinker
Allo: really!? That doesn't seem very helpful at all...

And camel: if you're claiming that your solver is slow because of your technique: improve your technique! That's the part that is the most fun! :D

Posted: Sun Jan 04, 2009 5:41 pm
by Allosentient
therethinker wrote:Allo: really!? That doesn't seem very helpful at all...
I was using it for mortal coil for debugging purposes, to track where the solver was currently trying to calculate its moves, and because it was more satisfying to see it calculate the answer and have it show up on the screen the way it does.

Posted: Sun Jan 04, 2009 8:44 pm
by Zaffron
How might one code such a thing?