--- Log opened Sat May 31 00:00:17 2008 |
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02:18 | <@Derakon> | I'm trying to figure out a board-game-style way to allocate resources. Some details: |
02:18 | <@Derakon> | 1) Players will each own many territories. |
02:19 | <@Derakon> | 2) Each territory is rated based on how much it has of three resources (Food, Metal, Tech). |
02:19 | <@Derakon> | 3) Players need to get resources at the start of their turns. An average player should probably get on the order of 4-6; a player with lots of territory/upgraded territory should get more like 6-10. |
02:20 | <@Derakon> | I figured that each player should, at a minimum, get one each of the three resources. |
02:20 | <@Derakon> | But now I need a mechanism for distributing the rest. |
02:20 | < Shoukanjuu> | Triple random number generating! |
02:21 | <@Derakon> | What I have right now is: add up Food pips for all territories you control. Subtract d8 from that. If it's > 0, then take a Food chit. Subtract 5, and iterate until your value goes negative. |
02:21 | < Shoukanjuu> | As an aside, it's usually a bad idea to listen to me. >.> |
02:21 | <@Derakon> | Heh. |
02:21 | <@Derakon> | I like that algorithm for not placing too much value on e.g. the fifth food pip you get (each pip is worth 1/8th of a resource), but it involves a lot of dice rolling and bookkeeping. |
02:22 | <@Derakon> | So I'm looking for a simpler algorithm. Any ideas? |
02:22 | < Shoukanjuu> | ?\O_o/? |
02:23 | <@ToxicFrog> | Will this be a board game, or a computer game? |
02:23 | < Shoukanjuu> | A computer board game played on the traces and contacts o_o |
02:23 | <@Derakon> | I'd like it to function as a board game, but I eventually want to make a web-enabled version as a test of my coding skills. |
02:24 | <@Derakon> | I mean, yeah, if it's just going to be a computer game, then bookkeeping is no issue. |
02:24 | < Shoukanjuu> | Hmm. |
02:30 | <@Derakon> | I'm reasonably certain I want resource allocation to have some randomness to it (though not as much as Catan does), if only to keep the players on their toes. |
02:31 | < Shoukanjuu> | Maybe something along the lines of ranges allocating a resource |
02:32 | < Shoukanjuu> | 0-20 would be 1, for instance, 21-40, 41-60, so on... |
02:32 | <@Derakon> | But then there's a huge change in resources returned when you get your 21st pip. |
02:34 | < Shoukanjuu> | Mm... |
02:36 | | * Reiver ponders. |
02:36 | <@Reiver> | Each food pip lets you roll a dice, if you score over X you earn a pip? |
02:37 | <@ToxicFrog> | Actually, that sounds good. Do it WoD style. |
02:37 | <@Derakon> | That ends up being even more dice rolling, though. |
02:37 | <@Derakon> | WoD? |
02:37 | <@ToxicFrog> | World of Darkness. |
02:37 | <@ToxicFrog> | More dice rolling, but less bookkeeping. |
02:37 | <@Derakon> | Ah. |
02:37 | <@Reiver> | Der: Sure, but the thing is you take a small Fistful Of Dice, roll a dozen dice |
02:37 | <@ToxicFrog> | Roll all the dice at once, count number of dice >n, done |
02:37 | <@Derakon> | Good point. |
02:37 | <@ToxicFrog> | You don't need a loop variable. |
02:37 | <@Reiver> | And the human brain is pretty good at Sorting Them Out. |
02:38 | <@Derakon> | Hmm...that would mean that most territories would only have 1 pip, though. |
02:38 | <@Reiver> | Especially if you go with d6s, where the numbers are graphically distinct. |
02:38 | <@Reiver> | Nah. |
02:38 | <@Reiver> | Well |
02:38 | < Shoukanjuu> | Why exactly is it that Vista has a 2GB "max?" |
02:38 | <@Reiver> | What it lets you do is Roll For Food, Roll For Industry, Roll For Tech. |
02:38 | <@Derakon> | Well, given that a standard Risk map has over 40 territories, and assume you're playing with 4 players... |
02:38 | <@Derakon> | If most territories had 2+ pips, then players would have tons of resource cards. |
02:38 | <@Vornicus> | Shoukanjuu: I never heard of that one. |
02:39 | <@Reiver> | XP had a 2 GB "Max". |
02:39 | <@ToxicFrog> | Vista32 might take the same approach. |
02:39 | < Shoukanjuu> | I'm hearing it all over the place, where VISTA can't see all 4 GB of RAM they have |
02:39 | < Shoukanjuu> | At least, it only says you have half >.>; |
02:39 | <@ToxicFrog> | The way XP did it, only the lower 2GB of memory could be accessed by user processes - the upper 2GB was reserved for kernel use. |
02:39 | <@Derakon> | Yay abuse of sign bits. |
02:39 | < Shoukanjuu> | I see :O |
02:40 | <@Vornicus> | What TF said, except that this is Virtual Address Space |
02:40 | <@Reiver> | It was possible to change a setting in order to fiddle that ratio, though. |
02:40 | <@Vornicus> | Which is per process |
02:40 | <@Vornicus> | Yep. |
02:40 | <@ToxicFrog> | Reiver: only to 3/1, though |
02:40 | < Shoukanjuu> | Okay. That's all I needed to know :O |
02:40 | <@Reiver> | TF: Well true, but it could be fiddled. |
02:40 | <@Vornicus> | Though a great deal of programs can't handle /that/ either. |
02:41 | <@ToxicFrog> | For extra happy fun time, you typically couldn't use more than 3GB *anyways*, since the upper GB tended to get grabbed by memory-mapped peripherals |
02:41 | <@Reiver> | Der: Hmnh. I happen to know that if you use d6s, for example, the Human Eye can sort out 40-odd within about twenty seconds or so. |
02:41 | <@Reiver> | Note that this would involve a player owning The Entire Board, though. |
02:42 | <@Derakon> | Reiver: yeah, at that point it's mainly a matter of counting dice to roll and then making certain that you don't close the game because the Hand of God rained meteors down on everyone. |
02:42 | <@Derakon> | So anyway, say you have 10 territories, and from them you should get 4-6 resources every turn. That means each territory should generate about .5 chits each turn. |
02:42 | <@Derakon> | I'd kinda like to make certain that each player gets some guaranteed resources and the rest random, though. |
02:42 | <@Reiver> | So say that, as a starting point, Rolls of 4+ on a d6 earn a resource. |
02:43 | <@Derakon> | Maybe you just declare a base at the start of the game, and it always generates a chit. |
02:43 | <@Reiver> | Hmn. You could also make it so ... let me think |
02:43 | <@Reiver> | Yeah, I was about to suggest a 'capital' |
02:43 | <@Reiver> | Or some such mechanic. |
02:44 | <@Reiver> | That's if you want it to be Var+X chits per turn, and to add a spot of psuedo-strategy to the game. |
02:45 | <@Derakon> | I'm planning on making territory enhancements like that be one-per-territory, which a) puts limits on how well you can enhance resource production (you'd only get one such enhancement per resource type, too) and b) makes capturing them tempting, as they can't all be way behind the lines. |
02:45 | <@Reiver> | (AKA: Oh shits must defend my capital, it are valuable) |
02:45 | | * Reiver nod. |
02:45 | <@Reiver> | Then you could have, say, Territories as a whole roll for Stuff. |
02:46 | <@Derakon> | Basically you'd get enhancements to production (1 per resource type), resource "centers" (allows you to play cards associated with the resource), and then a few other random things. |
02:46 | <@Reiver> | You have a Capital that grants you +1 in each resource automagically. Potentially more if you plan to have Bonus Tiles, etc, but yeah |
02:46 | <@Derakon> | But that's six enhancements that you'd damned well want to have, and there's no way you can protect them all. |
02:46 | <@Derakon> | Man, this is starting to sound like a game that'd actually be playable. |
02:46 | <@Reiver> | You can then have Enhancements that count towards one resource, which you can actually build. |
02:47 | <@Reiver> | They also grant you a flat bonus. |
02:47 | <@Derakon> | The biggest unknown is the cards. |
02:47 | <@Reiver> | Tiles that grant you a flat bonus don't grant you a dice. |
02:47 | <@Derakon> | Naturally. That'd be WTFpowerful. |
02:47 | <@Reiver> | Yeah - it's already 2x the value as it is, and even moreso when you realise it's value you can invest in. |
02:48 | <@Reiver> | What do you want cards to be and do? Are we talking Settlers of Catan type deal? |
02:48 | <@Derakon> | We're talking Risk 2210 type deal, here. |
02:48 | <@Reiver> | Mm. |
02:48 | <@Derakon> | Basically, cards exist to give you an ace up your sleeve. |
02:48 | <@Reiver> | Hm. |
02:48 | <@Derakon> | So things like surprise units, or yoinking resources, or gaining extra knowledge, or making special attacks. |
02:49 | <@Reiver> | I would be vaugely tempted to step back from cards and have Tokens which measure the resources you have avalable. |
02:49 | <@Reiver> | If only because a handful of tokens is easier than a handful of cards to deal with in buy/sell/etc |
02:49 | <@Derakon> | My goal is to merge Risk 2210 with Catan, which pretty much requires that I have cards. They also provide a nice random element to the game, which makes it more accessible. |
02:49 | <@Reiver> | watewate |
02:50 | <@Reiver> | You then do get cards if you meet certain conditions, but rather than being the Core Mechanic, they're wildcards. |
02:50 | <@Derakon> | Ehhh... |
02:50 | <@Derakon> | I'm not really following what you're suggesting here, I think. |
02:50 | <@Reiver> | Acts of sabotage, espionage, surprise re-enforcements, propaganda (Offensive and buff-wise)... |
02:50 | <@Derakon> | Well, those are all planned to be in there. |
02:51 | <@Derakon> | The turn order is: get resources; trade resources; build enhancements; buy cards; invade; regroup. |
02:51 | | * Reiver nods. |
02:51 | <@Derakon> | Cards and enhancements (and special units) all cost resources to buy. You also have to spend resources to bid on the turn order. |
02:51 | <@Reiver> | That works. |
02:52 | <@Reiver> | I was just suggesting that resources be token-based rather than card-based, and then have the cards be your Special Rules per se. |
02:52 | <@Derakon> | Well, you'll have resource chits. They're your money. |
02:53 | <@Reiver> | Hokay. |
02:53 | <@Derakon> | And there's three card types, associated with each resource. You spend the appropriate resource to get the card. |
02:53 | <@Derakon> | (And then may have to spend resources to play the card, as well, depending on how strong it is) |
02:53 | <@Reiver> | Sounds about right so far. |
02:55 | <@Reiver> | But yeah, the 'roll-dX and get a resource for those above Y' system could work fairly nicely. |
02:55 | <@Derakon> | I'm going to go with that for now, and I won't change it unless I have a flash of genius. |
02:56 | <@Reiver> | It's random, while being binomially distributed so you can generally rely on 1/2 your dice being resources, but can't rely on it, and it allows you to have flat bonuses tacked into the system trivially. |
02:56 | <@Derakon> | The large population size also means that you're extremely unlikely to get nothing. |
02:57 | <@Reiver> | Right. And even on a botch roll, you still get something 'cuz of the +x flat bonus you earn. |
02:57 | <@Derakon> | Well, so long as you don't let those territories get captured. |
02:57 | <@Reiver> | And - and the main reason I suggest d6 is because of this bit - it's easy to understand and fast for humans to sort out |
02:58 | <@Derakon> | That, and everyone has d6s. |
02:58 | <@Derakon> | (You'll need a lot of them for the Risk-style combat resolution, too) |
02:58 | <@Reiver> | Partly it, yes - it reduces the cost of the game substantially~ |
02:59 | <@Reiver> | (The fastest method is the physical sort - go through picking up every dice of X or higher, just counting as you pick them up.) |
02:59 | <@Vornicus> | ...I thought Cheapass Games also did Miscellaneous Game Supplies |
02:59 | <@Reiver> | (Like I said, you can do 40-odd dice pretty quickly like that.) |
02:59 | | * Vornicus wanders the internet, fo no good reason |
02:59 | <@Derakon> | Vorn: most gamers I know have a huge stash of d6s, and much lesser stashes of other sizes. |
03:00 | <@Vornicus> | THis is apropos of Very Little |
03:00 | < Shoukanjuu> | I actually have a d4, d8, d10, d12, and d20 <_< |
03:00 | <@Derakon> | Just one of each? |
03:00 | < Shoukanjuu> | But I cannot find a damned d 6 |
03:00 | <@Derakon> | Heh. |
03:01 | <@Derakon> | I have a tube in my backpack that has 1d4, 2d6, 1d8, 1d10, 1d12, and 1d20. |
03:01 | < Shoukanjuu> | Well, that's the thing, I don't play anything that would require them |
03:01 | <@Derakon> | And a d30 hanging around somewhere... |
03:01 | <@Vornicus> | Shoukanjuu: do you have nested d10s or d20s? |
03:01 | | * Vornicus doesn't have a d30, wishes he did. |
03:01 | <@Reiver> | The Standard Gaming Kit that you can safely assume around these parts is to buy a Dice Box (d20, d12, d10, d10+0, d8, d6, d4) and a Box Of d6s. |
03:01 | | * Shoukanjuu refers Vorn to previous post |
03:01 | <@Reiver> | Often actually of the WH40k variety, because for some inexplicable reason it's the one item that Cidatel Games does very cheaply. |
03:02 | < Shoukanjuu> | It got to the point where I would just roll that d12 if I needed a d6, and halve it |
03:02 | <@Reiver> | But, uh, yeah. d6s are trivial. |
03:03 | | * Vornicus has in his dice bag: 2 nested d20s, 2 d20s, 3 d12s, 3 d10s, 2 d8s, 11 d6s, 1 d4, a Doubling Cube, and three dragon dice. |
03:03 | < Shoukanjuu> | Before, I would shuffle pieces of paper |
03:03 | <@Derakon> | I want a set of metal dice, but they're expensive. ;.; |
03:03 | <@Derakon> | What's a nested d20? |
03:03 | < Shoukanjuu> | what does "nested" mean? |
03:03 | <@Vornicus> | a clear plastic d20, with another one inside it. |
03:03 | <@Derakon> | Heh. |
03:03 | < Shoukanjuu> | Oh |
03:03 | <@Vornicus> | Useless. |
03:03 | < Shoukanjuu> | Then no, this is not one XD |
03:04 | <@Vornicus> | nested d10s actually have a use |
03:04 | <@Derakon> | Mmm, percentiles. |
03:04 | <@Vornicus> | (a doubling cube is a die with 2, 4, 8, 16, 32, 64 on it. it's used in Backgammon, but I don't know how) |
03:05 | < Shoukanjuu> | Say what, now? The use of nested d10s aare in percentiles? |
03:06 | < Shoukanjuu> | I've only played DnD once, and then nothing else, ever again |
03:06 | <@Vornicus> | Yeah. d% is usually two d10s rolled with a specific ordering. it gets you a number from 0 to 99 |
03:06 | <@Vornicus> | nested d10s are used to make that a single roll. |
03:07 | < Shoukanjuu> | How lazy are people? >.> |
03:07 | <@Vornicus> | pretty lazy. |
03:07 | <@Derakon> | The nesting gives you a consistent way to assign first roll. |
03:07 | <@Derakon> | Otherwise people will tend to roll first, which leads to saying "Okay, the 9 is the first roll..." |
03:08 | <@Reiver> | The abovementioned set has two different d10s in it - one is normal, the other is standard but with an extra 0 tacked onto each number. |
03:08 | <@Reiver> | Thus giving you 1s and 10s for percentile rolls. |
03:08 | < Shoukanjuu> | Ah, okay |
03:08 | < Shoukanjuu> | That's...pretty lazy, but uh |
03:08 | < Shoukanjuu> | not to say that's not cool |
03:08 | < Shoukanjuu> | How exactly does it work, a nested d10? How is it "nested?" |
03:09 | <@Reiver> | Two different dice sizes - one is large, clear, and hollow |
03:09 | <@Reiver> | The other is smaller and sits inside. |
03:09 | <@Reiver> | So it looks like a dice sitting inside a gopher ball. Only the gopher ball is shaped like a dice. :) |
03:10 | < Shoukanjuu> | So the facet of the inner die fits on the inside of the facet of the outer "nest" die |
03:10 | <@Reiver> | You roll them both and the little dice rattles around inside the big one while the big one rattles on the table. You then read the numbers off the top face of the big one and small one as normal. |
03:10 | <@Reiver> | (Though a complaint is that the inside dice is often hard to read.) |
03:10 | < Shoukanjuu> | works for me |
03:10 | <@Reiver> | Right. |
03:11 | <@Reiver> | They're really a gimmick. A nifty one, but a gimmick all the same. |
03:11 | <@Reiver> | The d10 and d10*10 do the same job just as easily. (No need to declare dice, etc, and everything.) |
03:12 | <@Vornicus> | ...reminds me, I wanted to get a chunk of resin and carve a d30 out of it. |
03:12 | <@Reiver> | d30s exist, but they're expensive and Large. |
03:13 | <@Derakon> | Well, mainly they're just mostly round. |
03:13 | <@Derakon> | I have one. |
03:13 | < Shoukanjuu> | Chunks of resin cost less? |
03:13 | <@Derakon> | Think it was $2-$3. |
03:13 | <@Vornicus> | The place in NYC where I usually go to get my gaming crap /doesn't carry them any more/ |
03:14 | <@Reiver> | :( |
03:14 | <@Reiver> | You can't order one in? |
03:14 | <@Reiver> | Most game shops are happy to do that sort of thing. |
03:15 | < Shoukanjuu> | I'm fairly sure you can also order them online if not |
03:15 | < Shoukanjuu> | But I'm not one to deny the fun of carving |
03:16 | | * Vornicus just mainly wants to have the run of his grandfather's workshop for a few hours. |
03:18 | <@Reiver> | Aaah, see, that's different |
03:18 | | * Reiver gives Vorn's project his blessing accordingly. :p |
03:18 | < Shoukanjuu> | I tried to make an ikaruga model once |
03:18 | < Shoukanjuu> | Needless to say, to hell with that |
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03:21 | <@Reiver> | But yeah, hope that helps Derakon |
03:21 | <@Derakon> | I think it does. Thanks. |
03:22 | <@Reiver> | And if you want, you can also make the game 'richer' or 'leaner' by changing what you have to roll on the dX. |
03:22 | <@Derakon> | At this point, I need a map and cards and the game should be playable. So, woot. |
03:22 | <@Reiver> | Resources may be 4+, but if you want combat to be slightly less vicious you can make it 5+, etc |
03:22 | <@Derakon> | And now, I should go to game night. |
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03:22 | <@Reiver> | Dice are wonderfully versatile like that. :) |
03:22 | <@Derakon> | (Combat is Risk-style, so competing rolls) |
03:23 | <@Reiver> | Aha. Mm. |
03:23 | <@Derakon> | And there's special units that roll d8 on attacking or defending. |
03:23 | <@Reiver> | Works. |
03:23 | <@Derakon> | Anyway, away! |
03:24 | | Derakon is now known as Derakon[AFK] |
03:24 | | * Reiver always preferred "I get six successes. Roll defenses. Four? Ha, take two deds!" etc. |
03:24 | <@Reiver> | Bye! |
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03:25 | < Shoukanjuu> | My client is dying for some reason. |
03:25 | < Shoukanjuu> | I...can't see the text I'm posting O_o; |
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03:32 | <@Vornicus> | http://www.absurdnotions.org/an20011029.gif |
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06:00 | <@McMartin> | Ah, AN |
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09:02 | | You're now known as TheWatcher |
10:00 | <@AnnoDomini> | This ASP rubbish is wearing me down. After almost thirty pages of it, my mind is beginning to melt. |
10:17 | | Vornicus is now known as Vornicus-Latens |
10:19 | <@AnnoDomini> | Yes! Employee side done. Only admin stuff remains. |
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11:58 | <@AnnoDomini> | There are some good things that come from this torment. For example, not having to look up HTML table or form syntax ever again, since they've been burned into my brain. |
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12:16 | <@gnolam> | </sanity> |
12:17 | <@AnnoDomini> | Mord. |
12:17 | <@AnnoDomini> | *Word |
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12:50 | <@Attilla> | Hehehe |
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14:54 | <@AnnoDomini> | Now only error checking and making the links make sense remain. |
14:54 | <@AnnoDomini> | I think I'll retire for the day. |
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20:35 | <@Derakon> | Anyone know of an algorithm for making a planar graph, given a selection of nodes and edges? |
20:37 | <@Derakon> | Hmm... http://citeseer.ist.psu.edu/cache/papers/cs/3252/ftp:zSzzSzwww.informatik.uni-bo nn.dezSzpubzSzpaperzSztrzSzIAI-TR-93-10.pdf/stamm-wilbrandt93simple.pdf may have what I need, actually. |
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23:23 | <@Vornicus> | How to tell you're working in a big environment: In each cluster's first year, it's typical that 1,000 individual machine failures will occur; thousands of hard drive failures will occur; one power distribution unit will fail, bringing down 500 to 1,000 machines for about 6 hours; 20 racks will fail, each time causing 40 to 80 machines to vanish from the network; 5 racks will "go wonky," with half their network packets missing in action; and the cluster w |
23:23 | <@Vornicus> | have to be rewired once, affecting 5 percent of the machines at any given moment over a 2-day span, Dean said. And there's about a 50 percent chance that the cluster will overheat, taking down most of the servers in less than 5 minutes and taking 1 to 2 days to recover. |
23:24 | <@Vornicus> | (from an article on Google's data centers) |
23:40 | | * Derakon ponders how to draw planar graphs. |
23:41 | <@Derakon> | That is, assuming you manage to generate one successfully, how do you actually represent it in 2D? |
23:41 | <@Vornicus> | I thought that was what you were asking earlier, actually |
23:41 | <@Derakon> | Well, yeah, and this paper is dense. >.> |
23:43 | <@Derakon> | It might just be easier for me to place 5-7 nodes down on a map, and then inflate them until they contact each other. |
23:44 | <@Vornicus> | Delaunay Triangulation |
23:44 | <@AnnoDomini> | Damn it. I need a routine for ip address validation in Java. Anyone know where I might find one? |
23:44 | <@AnnoDomini> | I'm not lucid enough to try to write one myself. |
23:45 | <@Derakon> | Define "validation"? |
23:45 | <@gnolam> | IP address validation how? |
23:45 | <@Derakon> | I mean, you can just verify that each of the bytes is in the range [0, 255]. |
23:46 | <@AnnoDomini> | I mean, I want to check if the user entered "300.300.300.300" or "banana". |
23:46 | <@Derakon> | So, a regex to validate that the input could actually be an IP address. |
23:46 | <@gnolam> | Well, then the validation depends on the method used to enter said input. |
23:46 | <@Derakon> | You don't care if the address actually points to a relevant machine? |
23:46 | | * AnnoDomini is illiterate at regexes. |
23:46 | <@AnnoDomini> | String. |
23:47 | <@MyCatVerbs> | Match against "([012]?[0-9]{1,2}\.){4}" |
23:47 | <@AnnoDomini> | Derakon: I don't care what the address actually is as long as it's a valid address. |
23:47 | <@Derakon> | Well, you could split the input on '.'s, ensure that there are four fields, and check that each field is positive and less than 256. |
23:47 | <@MyCatVerbs> | Er, except that I get the dots wrong there. |
23:47 | <@Derakon> | But regexes are really the way to go. |
23:47 | <@AnnoDomini> | I reiterate - I'm illiterate at regexes anywhere. And I don't know how to use them in Java, to boot. |
23:48 | <@Derakon> | http://java.sun.com/j2se/1.4.2/docs/api/java/util/regex/Pattern.html |
23:48 | <@Derakon> | It's pretty straightforward, and you really should learn to use regexes at some point. They're ludicrously useful. |
23:48 | <@AnnoDomini> | You people seem really intent on making me actually write this thing. ;p |
23:48 | <@MyCatVerbs> | ([012]?[0-9]{1,2}\.){3}[012]?[0-9]{1,2} -- that'll do it. |
23:48 | <@Derakon> | Well, this is #code, not #refertotheapi. |
23:49 | | * MyCatVerbs pokes Derakon. |
23:49 | <@Derakon> | Yes? |
23:49 | <@MyCatVerbs> | Any mistakes in that --^? |
23:49 | <@Derakon> | Looks reasonable, but my brain compiler has a few heisenbugs. |
23:51 | <@McMartin> | /Everyone stand back/ |
23:51 | | * MyCatVerbs backpedals. |
23:51 | | * Derakon watches out for flying umbrellas. |
23:51 | <@Derakon> | (Why can I never remember the word "bumbershoot" until it's too late?) |
23:51 | | * McMartin is context-free! |
23:52 | | * McMartin heads off to do other stuff, but was compelled by intrinsic historical momentum to quote xkcd first |
23:52 | <@Derakon> | Vorn: so this Delaunay triangulation basically allows me to create edges for a set of nodes such that there aren't any overly-acute angles, yes? |
23:52 | <@Derakon> | Have fun, McM. |
23:52 | <@Derakon> | (And the triangulation is inherently planar as every triangle is empty) |
23:52 | <@Vornicus> | the Delaunay Triangulation is the dual of the Voronoi Diagram - it creates the triangulation with the largest minimum angle. |
23:53 | <@McMartin> | That said, I'd like to note that it's probably better to do validation of IP addresses in two steps; "looks even remotely like an IP address" and only then "numbers are valid". |
23:53 | <@Vornicus> | So, yes |
23:55 | <@Derakon> | "A facet not being a simplex implies that n + 2 of the original points lay on the same d-hypersphere, and the points were not in general position." |
23:55 | <@Derakon> | Ahh, Wikipedia math articles. |
23:55 | <@Vornicus> | uh...huh. |
23:55 | <@Derakon> | However, that's for the n-dimensional generalization, which I fortunately do not have to worry about. |
23:55 | <@Vornicus> | if you want delaunay or voronoi in any number of dimensions, go get qhull |
23:55 | <@Derakon> | Which is a math library for convex hulls? |
23:55 | <@Vornicus> | Yes |
23:56 | <@Vornicus> | well, a unixy util |
23:56 | <@Vornicus> | but it does this stuff and shockingly quickly |
23:56 | <@Derakon> | Heh. |
23:59 | <@Derakon> | So how's this for a high-level algorithm: pick 5-7 points at random; scale them so that they take up as much of the unit square as possible while being contained in it. Generate the triangulation, then delete edges until each node has 1-4 edges. Then expand each node generally along its edges, and cut it into territories. |
23:59 | <@Derakon> | I wonder how hard fractal landscape generation is in 2D... |
--- Log closed Sun Jun 01 00:00:23 2008 |