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Showing posts from 2019

PotemkinCycle is Intense.

Its someday of the week. I am in Germany. I wake up in the morning. Open messenger. Adhyyan has asked us to try Potemkin Cycle from CEOI 2015 day1. I ignore it for the day, but again the next day there is some discussion about it in the group. I download and open it too. A biggg mistake. Problem: find any cycle with >3 nodes so that there are no edges between 2 nodes in this cycle unless they are consecutive nodes. (Chordless cycle ?!).   N=1000. M=100,000 Simple enough statement. How hard can it be. Its the next day morning, and I start thinking on it. Have a few ideas but quickly discard them. Finding a cycle and checking is ofcourse exponential. Can the solution be randomized? Maybe. Who knows. Meanwhile it see that adhyyan has already seen the editorial, and coded. WA. Anay meanwhile reads it, and after a few minutes (as always) says he has got it. PMing Adhyyan.I have another wrong idea : fix 1st and 3rd node of cycle and see if a possibke 2nd and 4th nodes exists or

Game Development and Intro to programming.

I got started into programming through game development. Started off in Qbasic, which was then being taught in our school. This was towards the end of my 7th grade. Till then, I knew as much about programming as any of my classmates. Me and two of my friends wanted to make a pingpong for our annual exhibition that was up in about two months. However, after two days, the other two gave up. I didn't. It seemed interesting, and a challenge, so I looked up a lot of stuff on the internet, and the most important was how to account for the time delay for the game loop. If I recall correctly, I made use of a sound command, which played a frequency for a certain amount of time, so all the time the game played, there was a low humming noise. Wierd but okay. Also, I remember that I wrote the full code for the pingpong in pen and paper. Ofcourse, there was one user and one computer, and the computer had some wierd heuristical movement, and then the ball also had some randomised speed changes

Necromantion : A rough Sketch of Mechanisms.

Rough Sketch of How Things Work I wont be going into the exact details of how things work, mostly because it has been about 2 years since I stopped working on this particular game, and have mostly forgotten how things were supposed to work.  As I have mentioned already in some previous blog, there are several GameEngines, with a specific task. The most important one by far is the GameEngine. The engines work alongwith the GameLoop.  What happens is that after the gameloop is started, it pings all the engines to update themselves and render their new forms to the GameWindow. I will only go into how the gameEngine is updated.  Firstly, there are two modes in which the GameEngine(henceforth referred to as GE) can be in :  Map mode or inventory mode. Basically, in the map mode, the map is shown and the player can move about, attack enemies, collect and place items in the backpack. The inventory mode is basically the backpack. Here you can do stuff to the items in the back