HDTenEightyP/NetNews huggingface dataset:
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: rec.games.programmer
Subject: Re: VGA, Retraces, and DMA
Date: 12 Aug 92 18:19:27 GMT
Reply-To: exuhag@exu.ericsson.se
Organization: Ericsson Network Systems, Richardson, TX

Patric Aalto writes:
>
>I am having big problems in coding the routines to handle these
>things, whereas the polygon filling etc. routines were just solutions to
>very well-defined problems, and therefore quite easy to do. I think this
>is what James Hague meant, and I must say I agree with him in this.

That's it exactly, with the emphasis on "well defined."  Line drawing,
texture mapping, 3-D perspective transformations, VGA registers, etc.,
are all subjects which you can walk over to your local college library
or bookstore and find out all sorts of information about.  Or you can
subscribe to various magazines (Dr. Dobb's, etc.) and get watered down
rehashes of the same thing, if you prefer.  With a book or few magazine
articles and a little experimentation, you're all set.

The difficult things are those related to YOUR game.  Some topics can
be generalized to apply in many situations, but you can't buy a book
explaining how to do EVERYTHING which makes your game what it is.
There are technical issues, play balance issues, asthetic issues,
philisophical issues, you name it.  These are all fuzzy areas which 
nobody but you can really answer.  Graphics routines, etc. are usually 
just the grunt work.  Games written by programmers at heart usually
aren't very good.

--
James Hague   
exuhag@exu.ericsson.se
Newsgroups: rec.games.programmer
Subject: Help : SVGA, VGA drivers
From: ebolog@elaine.ee.und.ac.za (EDWIN BOLOGNA : THIRD)
Date: 20 Aug 92 13:42:10 +0200
Organization: Electronic Eng., Univ. Natal, Durban, South Africa


Does anyone out there happen to have PAS, C, or ASM source code to decode
drivers (.DRV) formats so that I can use them in my programs (To access
different video cards).

Any information at all on any of these formats will be greatly appreciated.

        Desperate fellow programmer (And very Greatful for any information)

                E.B. (EBOLOG@ELAINE.EE.UND.AC.ZA)

PS : Please be kind hearted and Assist !
From: ron@zooid.guild.org (Secret Mud)
Newsgroups: rec.games.programmer
Subject: Re: VGA, Retraces, and DMA
Date: 14 Aug 92 12:06:19 GMT

From: exuhag@exu.ericsson.se (James Hague)
>
>[I'm glad somebody agrees with me about Wolfenstein 3-D. I
>have come to the conclusion that it's a computer junkie's game:  if
>you aren't knowledgable enough to realize that the graphics are
>impressive then you probably won't enjoy playing.]
>
>--
>James Hague   
>exuhag@exu.ericsson.se

Wolfenstein 3D is one of the best examples of the fact that while some people
have remarkable skill at writing code and doing graphics, the skill of writing
a game is something else that they don't always have.

A wonderful bit of programming, wrapped around a very simple game--lifted from
the original.

 - Ron Sharp.
Newsgroups: rec.games.programmer
From: tmkk@uiuc.edu (Khan)
Subject: Re: Shortest Path Algorithm
Organization: University of Illinois at Urbana
Date: Thu, 20 Aug 1992 18:10:18 GMT


In article <1992Aug20.152143.1953@afit.af.mil> kmathias@afit.af.mil (Karl S Mathias) writes:
>I hope this isn't a FAQ, but I'm looking for a least-cost path algorithm
>for a hexmap wargame.  To be useful, it needs to meet the following
>requirements:
>
>  -- Take into account varying terrain costs.  The direct path will 
>     almost never be the least-cost path (so shortest path solutions are
>     out).

Actually not - if you use a "shortest path" algorithm, but feed it cost
numbers instead of distance numbers, the very same algorithm becomes a
"lowest cost" algortihm.
From: kds@phy.duke.edu (Stokes Kevin)
Newsgroups: rec.games.programmer
Subject: Re: UNIX share-ware games
Date: 20 Aug 92 22:45:30 GMT
Distribution: rec
Organization: Duke University Physics Dept.; Durham, N.C.

In article <TOMS.92Aug18113427@pdx069.intel.com> toms@pdx069.intel.com (Tom Shott) writes:
>
>
>I disagree with your solution to the problem. The problem is there are too
>many shareware games for PCs. 
( stuff ... )
>If people couldn't write shareware for PCs, many would still program and
>give away software for free.  My understanding is most shareware never
>really makes any money but it does stiffle improvments.  It's imformation
>hoarding.

  You are correct that if you include all programs released as shareware 
for the PC, almost all of these programs make no money.  However, if
you eliminate about 80% of the programs which are obviously junk, then
the picture looks alot different.   There are many multi-million dollar
companies which do shareware.  These include Trius, McAffe, Form-Gen, Apogee,
and so on.  Then there are alot more people like me who aren't millionaires
but make enough money to live comfortably from shareware income.
  My point is that those 80% junky programs are stuff that no one would want
to improve on anyway.  Of the remaining 20% there are plenty of programs that
are doing quite well as is, and wouldn't necessarily become much better through
enhancements.
  Infact, I know of two very nice PC programs which included sources:  One
was FRACTINT, and another was SNARF.  As far as I know, no one attempted to
enhance either.
  It would be nice if everything in the world were free.  If I wrote programs
and gave them away for free, and I lived off food given to me by farmers for
free, and GM gave me cars for free.  However, this is not human nature.
  In reality, I would NOT write programs and distribute them with no payback.
I might write a few small programs to amuse myself, but would never spend
any time on trying to figure O]out what the people want.
  In the end, I think the PC users really benefit with a profit motive for
developing software.   The shareware game Wolfenstein 3D made $36000 in it's
first month, and I don't think that game nor anything like it would have been 
developed without a profit motive.

-- 
	Kevin Stokes
	Duke University Dept. of Physics	kds@phy.duke.edu
	Durham, N.C.      27706			
Newsgroups: rec.games.programmer
From: thoni@ida.liu.se (Thomas Nilsson)
Subject: Re: text adventure source
Organization: CIS Dept, Univ of Linkoping, Sweden
Date: Mon, 17 Aug 1992 15:19:17 GMT

dt@pnet51.orb.mn.org (Ryan Williams) writes:

>I was able to come up with a template for a text adventure. It's pretty
>simple, only being a square 10 x 10 grid to move about. Have fun: 
> 
> program Dungeon;

[program deleted ;^)]

This is not, I repeat NOT, a flame. Instead a kind pointer to those
genuinely interested in creating adventure games:

Have a look at the adventure creation tools availble. If you're not
looking for re-inventing the wheel there is much done there already
that you may benefit from.

A good list of some of the tools available is included in the monthly
FAQ for rec.arts.int-fiction.

/Thomas
--
Little languages go a long way...
----------------------------------------------------------------------
Thomas Nilsson				Phone Int.: (+46) 13 12 11 67
Stenbrotsgatan 57			Phone Nat.: 013 - 12 11 67
S-582 47  LINKOPING			Email:	thoni@softlab.se
SWEDEN						Thomas_Nilsson@augs.se
----------------------------------------------------------------------
From: coup@crs.cl.msu.edu (Chris Klaus)
Newsgroups: rec.games.programmer
Subject: multiuser environment games
Keywords: shareware
Date: 19 Aug 92 02:33:01 GMT
Reply-To: coup@crs.cl.msu.edu.UUCP (Chris Klaus)
Organization: Michigan State University


Hello. I am looking for source code or information pertaining to a multi-
player or user environment inwhich there is a graphical representation.

    I'd like to see something like a MUD but based on ASCII characters
moving around on the client.  I'd like to see how the src code deals with
handling each person's input and updating the information on each person's
client.

Or is there anyway Netrek could be broken down into basic program,
so I could port it to Amiga?  I'd like to have it not rely
on X-windows.


If there is anything similiar to Orb War that is or was on GEnie, I would
 appreciate any information or src code sent to me. any libraries
that would help managing the multiplayers would be great. thank you.


---
coup@crs.cl.msu.edu cklaus@hotsun.nersc.gov cklaus%hotsun.nersc.gov@llnl.gov
Newsgroups: rec.games.programmer
Subject: Help : Extended and Expanded Memory
From: ebolog@elaine.ee.und.ac.za (EDWIN BOLOGNA : THIRD)
Date: 20 Aug 92 13:40:50 +0200
Organization: Electronic Eng., Univ. Natal, Durban, South Africa


Does anyone out there happen to have PAS, C, or ASM source code that is
able to access Extended or Expanded memory. This computer has got Three Mbytes
Extended memory and I am unable to use any of it in my programs.

Any information at all on this will be greatly appreciated.

        Desperate fellow programmer (And very Greatful for any information)

                E.B. (EBOLOG@ELAINE.EE.UND.AC.ZA)

PS : Please be kind hearted and Assist !
From: pcellik@axion.bt.co.uk (Peter SPHINX Cellik)
Newsgroups: rec.games.programmer
Subject: Re: VGA, Retraces, and DMA
Date: 13 Aug 92 08:00:41 GMT
Reply-To: pcellik@axion.bt.co.uk (Peter SPHINX Cellik)
Organization: British Telecom Research Labs


In article <1992Aug12.090117.11399@jyu.fi>, ap@jyu.fi (Patric Aalto) writes:
{stuff trashed}
|> 
|> Please, let's not let the flame war escalate here.
|> 
|> Patrick Aalto
|> ap@tukki.jyu.fi

O.K. fine, no problemo.  Lets just carry on as we were, and 
you blokes introduce some of your threads that should be 
discussed here.  I have not seen much of anything non-low level
and non-IBM for quite a while, and I am ready for some
high level topics that should belong here so rightly.

DEBATE ENDS HERE, LETS SEE RESULTS.

     SPHINX

====================================================
=== Kill others only if you wish to be killed.   ===
===                                       SPHINX ===   
====================================================
From: S_CZEMPIN@iravcl.ira.uka.de (Nicolai Czempin)
Newsgroups: rec.games.programmer
Subject: Re: Computer-Controlled Players - simulated evolution
Date: 18 Aug 1992 16:23:40 GMT
Organization: University of Karlsruhe (FRG) - Informatik Rechnerabt.
Distribution: world
NNTP-Posting-Host: irav1.ira.uka.de
X-News-Reader: VMS NEWS 1.23

In <1992Aug17.063056.29938@marlin.jcu.edu.au> cprem@marlin.jcu.edu.au writes:

> Now we've got this discussion rolling, is anyone actually going to begin
> coding a game with intelligent/evolvable CCPs.  It would be great to see
> a game that had a large variety of CCPs that can evolve into stronger
> opposition as the game develops.
> 
> -- 
> Ross Milward,   ross@coral.cs.jcu.edu.au, cprem@marlin.jcu.edu.au

A possible starting point would be those bot programs. However, the languages
to program the bots are usually not very powerful.

I also don't know a thing about GA and NN's. Can someone give some bibliography
on the subjects?

Nicolai



--
Nicolai Czempin, University of Karlsruhe, Germany
"I am not left-handed either"
From: bx304@cleveland.Freenet.Edu (Jeff Epler)
Newsgroups: rec.games.programmer
Subject: Re: Hobbes ModeX Library
Date: 20 Aug 92 01:13:18 GMT
Article-I.D.: usenet.1992Aug20.011318.8195
Reply-To: bx304@cleveland.Freenet.Edu (Jeff Epler)
Organization: Case Western Reserve University, Cleveland, OH (USA)


In a previous article, jerry@connection.prospect.com (Jerry Shekhel) says:

>Court Demas <cd2a+@andrew.cmu.edu> writes:
>>
>>Given the enormous response (>70 in 2 days) to my previous post I have sent
>>the source and binaries of the Hobbes ModeX Library to alt.sources.  It
>>should be available via FTP soon too.  Sorry about the confusion..
>>
>
>I just tried to get this, but uudecode complained, and unzip couldn't unpack
>the results.  Could you please re-post?

I had a similar problem with a copy that was mailed to me.. Is this
afflicting the alt.sources copy too (That I was getting ready to get
after rec.games.programmer..)
-- 
|Jeff Epler               Additions Welcome           c(-8 ;-) >{8-) |
| :) (=( =-] (-= Celebrating the variety of faces =-> :^) {-= |-) (: |
| >X^P                                              Lincoln, Nebraska|
Newsgroups: rec.games.programmer
From: wyman@rtsg.mot.com (Mark S. Wyman)
Subject: Map generation algorithms
Organization: Motorola Inc., Cellular Infrastructure Group
Distribution: na
Date: Thu, 13 Aug 1992 16:53:58 GMT

What algorithms do others use for map generation?  I
am working on a wargame and I am adding an option
for the player to either load a map created via my
map maker or to have the computer randomly create a
map.

I have read various posts and I am looking into an
approach using probability tables.  I am currently
asking the original poster if I can repost his
message.  

Some things an  algorithm should probably handle :
  Variable terrain levels.
  Various water depths.
  Level/Depth transitions.    
  Various terrain features like forests etc.
  Road generation
  River generation
  Urban area generation

The way I was think of generating the map was using
multiple passes.
  - Generate just land and water levels.
  - Generate the transitions.  I.e. add coastlines,
    changes in terrain levels, and changes to water depths.
    This would entail various "tiles" for each type of
    level/depth transition.
  - Generate rivers.
  - Generate roads.
  - Generate the terrain features.  Add forests either
    randomly in clusters or near rivers or coastlines.
  - Generate urban centers.  Probably near roads and
    rivers.

Let me know what you think,
Mark Wyman
Newsgroups: rec.games.programmer
From: kludge@hardy.u.washington.edu (MoonMan)
Subject: PC (S)VGA: Double buffering with the Tseng 4K
Keywords: PC VGA SVGA MSDOS
Reply-To: kludge@u.washington.edu
Organization: University of Washington, Seattle
Date: Sun, 16 Aug 1992 07:10:37 GMT

  I'm currently working on a game that will run in both 640X400 and
320X200 modes, and am trying to work out <acceptable> animation in the 
Super VGA mode.  Specifically, I'm starting with the Tseng 4000, as that
is all I've got to work with so far... (if anybody wants to donate some
SVGA cards, I won't mind, but... :-)

  Writing to the display memory is quick enough, but I'm going to have
to have 2 display pages.  Ok, that seems easy enough.  I set the write
bank to 4 and draw the image, then set the CRT address register to point
to the right location.  What I get is... strange.

  The image I write comes out, but there is some garbage on the screen -
black, white, and purple lines.  They ARE NOT overwritten when I write to
the screen.  Wierd, eh?  I thought that maybe I'd have to sync to the
refresh period, but that doesn't make sense - the lines are always in the
exact same place.

  Stumped, I decided to try something wierd.  I set the display mode to
1024X768 and then to 640X400.  That caused my monitor some grief, and it
took away SOME of the lines - but not all.  I also tried changing where
I was writing/reading, and that changed the interference, but the only
place where the picture is clear is starting at the beginning of video
memory.

  Anybody have any ideas on this?  I've been staring at the code for a
week and there sure doesn't seem to be anything wrong.  I can probably
recite sections of _Programmer's_Guide_to_the_EGA_and_VGA_Cards_ in my sleep,
but nothing I try gets rid of that garbage.

  *ANY* suggestions will be <very> welcome... thanks!

------------------------------------------------------------------------------

                  /////                      ////    /////   ///   // ////
 ///    //////   //   //     ///  ////      // //// /// //  // //   ///  //
/////  /// //   //     //      ////  //    ///   ////   // //   //  //   //
// //////  //   //     //       //    //   //    //    //  ///////  //  //
//  ///   //   //     //   ////  //   //   //        ///  //    //      //
//        //    //    // ///  //  //  //   //           ///      //     //
//         //    //  // //   //  //   //  //      ///////                ///
//          ////  ////  //   //  //     ///
//                     //   //      /////
//                      // //       
                         ///                kludge@u.washington.edu
                                           
------------------------------------------------------------------------------






Newsgroups: rec.games.programmer
From: msmith%peruvian.utah.edu@cs.utah.edu (Matthew Smith)
Subject: Re: Help : Extended and Expanded Memory
Date: 20 Aug 92 09:32:18 MDT
Organization: University of Utah CS Dept

In article <ebolog.72@elaine.ee.und.ac.za> ebolog@elaine.ee.und.ac.za (EDWIN BOLOGNA : THIRD) writes:
>
>Does anyone out there happen to have PAS, C, or ASM source code that is
>able to access Extended or Expanded memory. This computer has got Three Mbytes
>Extended memory and I am unable to use any of it in my programs.
>
>Any information at all on this will be greatly appreciated.
>
>        Desperate fellow programmer (And very Greatful for any information)
>
>                E.B. (EBOLOG@ELAINE.EE.UND.AC.ZA)
>
>PS : Please be kind hearted and Assist !

I have a very small library (read: 7 or 8 functions) that I raped out of a 
book called "DOS 5:  A Developer's Guide".  You can probably find the same
functions is a multitude of other books.  

The functions I have only initialize, map in, map out, clean up.  That's about
it.  I haven't really played with them, so I don't know how well they work or
any tricks needed.  However, you could probably find that book at any Software
ETC.


Matt Smith
msmith@peruvian.utah.edu
Student - University of Utah Department of Computer Science
Newsgroups: rec.games.programmer
From: bx304@cleveland.Freenet.Edu (Jeff Epler)
Subject: Re: inappropriate postings [was Re: VGA, Retraces, and DMA]
Reply-To: bx304@cleveland.Freenet.Edu (Jeff Epler)
Organization: Case Western Reserve University, Cleveland, OH (USA)
Date: Wed, 12 Aug 92 15:40:38 GMT


In a previous article, pcellik@axion.bt.co.uk (Peter SPHINX Cellik) says:

>
>In article <11AUG199215265646@acad3.alaska.edu>, sxmlk@acad3.alaska.edu (KIENENBERGER MIKE L) writes:
>|> 
>|> 3979 Re: Vertical Retrace interrupt?
      .
      .
      .
>|> 4161 Re: vertical retrace inte
>
>
>I remember these articles as the only ones worth reading.

Did you have to quote that whole big thing to tell us that?


-- 
|Jeff Epler               Additions Welcome           c(-8 ;-) >{8-) |
| :) (=( =-] (-= Celebrating the variety of faces =-> :^) {-= |-) (: |
|                                                   Lincoln, Nebraska|
From: pcellik@axion.bt.co.uk (Peter SPHINX Cellik)
Newsgroups: rec.games.programmer
Subject: Re: Mouse Event Handler (simple solution?)
Date: 19 Aug 92 08:42:34 GMT
Reply-To: pcellik@axion.bt.co.uk (Peter SPHINX Cellik)
Organization: British Telecom Research Labs


Your really close, its not RET or IRET its RETF !

You have to return far from a mouse event handle.

Give it a try, your routine should work perfectly now.

      SPHINX

====================================================
=== Kill others only if you wish to be killed.   ===
===                                       SPHINX ===   
====================================================
Newsgroups: rec.games.programmer
From: bjoerns@stud.cs.uit.no (Bjoern Stabell)
Subject: Re: Splitting the group
Organization: University of Tromsoe, Norway
Date: Fri, 21 Aug 1992 00:18:29 GMT

In article <BtAz9z.ADG@usenet.ucs.indiana.edu>, ssalter@silver.ucs.indiana.edu (-=[SLS]=-) spits:
] bjoerns@stud.cs.uit.no (Bjoern Stabell) really reaches:
] >Seriously, even if there WERE a majority of PC owners (and I don't think
] >there is considering what machines have Internet access) in this doomed
] 
] ANY machine can  have internet access. 

But most PCs don't have it, get it?  Most of Sun's, HP's, DEC's, NeXT's and
SGI's machines DO however, also there are Amigas and IBM mainframes and
lotsa other machines on the net.

] >I can't see why you're so stubborn, you deserve your own group - now get
] 
] Not stubborn..I can junk any article I don't want to read, it's quite
] easy.

But subdividing the newsgroup is much better.  That way we won't all need
kill files (all ~ the ones not interested in VGA programming etc, but
interested in games theory).  After all, junk files are an alternative
approach to limiting the information in a group on a per-user basis.
Also, this is beside the point.

] >Just trying to keep my KILL file empty and still get what I would expect
] >from my newsgroups,
]       ^^
] You mean, of course, from the newsgroups you subscribe to, right? 

No, I tend to get affectional towards them, that's why I hate them being
polluted. :)


Best regards,
-- 
                                                  Bjoern Stabell
                                                  University of Tromsoe
                                                  (+47) 83 44 053 / 83 75 164
                                                  bjoerns@staff.cs.uit.no
From: dscharfe@dptspd.sat.datapoint.com (David Scharfe)
Newsgroups: rec.games.programmer
Subject: Re: Computer-Controlled Players - simulated evolution
Date: 16 Aug 92 20:42:08 GMT
Organization: Datapoint Corporation, San Antonio, TX

In article <1992Aug16.092925.9261@marlin.jcu.edu.au> cprem@marlin.jcu.edu.au (Ross E Milward) writes:
>In article <1992Aug16.071200.10997@pasteur.Berkeley.EDU> pychen@cory.Berkeley.EDU (Peter Y. Chen) writes:
>>In article <BswJE8.261@ais.org> draper@ais.org (Patrick Draper) writes:
>>>Has anyone tried using genetic algorithms for CCP's?
>>		        ^^^^^^^^^^^^^^^^^^
>>Is this like simulated evolution algorithm?  Please enlighten, I would
>>like to know more about this.
>I think you maybe talking about the same term here, although almost everyone 
>tends to use the term 'genetic algorithm (GA)'.  
>[deleted]
>Back to the original question, I guess it would be possible to use GAs
>for CCPs.  The way to do this (IMHO) would be to define a set of
>attributes for each CCP and then create a chromosomal representation for
>the list of attributes.  If you have a scenario where the CCPs must
>survive then work out an evaluation function to calculate which CCPs are
>the strongest and hence which move onto the next round in the game.  

Might it be possible to let the CCPs determine which are strongest
by pitting them against each other?  In other words, perform steps
2 and 5 below through battle (a true Klingon way of thinking :^) )

>It would be quite simple to create new CCPs by crossing over (and
>mutating) the attributes of other CCPs.  
>
>So a simple algorithm could be:
>1. Create a random population of CCPs with various attributes.
>2. Denote a fitness value to each CCP by using some sort of evaluation
>   function.
>3. Do something with the CCPs
>4. Create new CCPs by mating current CCPs.
>5. Delete weak CCPs and replace them with the new CCPs.

I hope this question is not too silly; my knowledge of this branch
of computing is essentially nil...

Dave
Newsgroups: rec.games.programmer
Date: Wed, 19 Aug 1992 13:17:28 -0400 
From: Court Demas <cd2a+@andrew.cmu.edu>
Subject: Hobbes ModeX Library



Given the enormous response (>70 in 2 days) to my previous post I have sent
the source and binaries of the Hobbes ModeX Library to alt.sources.  It
should be available via FTP soon too.  Sorry about the confusion..

[if that was a stupid place to post it please flame me personally - there's
absolutely no reason to waste bandwidth]

-court
court+@cmu.edu
Newsgroups: rec.games.programmer