HDTenEightyP/NetNews huggingface dataset:
From: pfratar@watserv1.waterloo.edu (Paul Frattaroli [DCS])
Subject: Re: Getimage() question?
Organization: University of Waterloo
Date: Wed, 15 Apr 1992 12:36:06 GMT

In article <1992Apr14.142638.9159@fwi.uva.nl> mdeboer@fwi.uva.nl (Marc de Boer (I88)) writes:

[stuff deleted]

>Doesn't work. I get the first few int's fine, but then rubbish.
>It looks like I get just the first row.

Don't forget, putimage() expects an extra 2 ints at the beginning
of the bitmap which tells it how big the image is.  Or is it 3?
One for bits per pixel too.

>
>Help me out here!
>
>Thanks in advance!
>
>Marc
>
>(mdeboer@fwi.uva.nl)
>-- 
>--------------------------------------------------------------------
>Thanx for you input!                                   Marc de Boer
>(/dev/null loved it!)                           (mdeboer@fwi.uva.nl)
>--------------------------------------------------------------------

....Paul

-- 
         Paul "vi joe" Frattaroli - Department of Computing Services                      University of Waterloo  Waterloo, Ontario Canada  N2L-3G1
  < pfratar@watshine.UWaterloo.CA >       < pfratar@watserv1.UWaterloo.CA >
          [129.97.128.171]                         [129.97.129.140]
          NeXT Mail: < pfratar@magpie.UWaterloo.CA > [129.97.32.42]
From: checker@acf3.nyu.edu (Christopher Hecker)
Newsgroups: rec.games.programmer
Subject: Re: Linear VGA RAM possible?
Date: 16 Apr 92 05:21:04 GMT
Organization: New York University


No, you can't remap the memory so that it looks linear.  There was some
talk on BIX a while back about using the paging registers in concert
with the mmu on the 386 to do this, but the speed hit wouldn't be worth
the programming simplicity you would gain.

Chris
From: pol-in01@oswego.Oswego.edu (Brandon W. Hockle)
Newsgroups: rec.games.programmer
Subject: Mailing Addresses for Game Co.'s
Date: 8 Apr 92 00:26:12 GMT
Reply-To: pol-in01@oswego.Oswego.edu (Brandon W. Hockle)
Organization: Instructional Computing Center, SUNY at Oswego, Oswego, NY
Originator: pol-in01@gidney.oswego.edu

I really didn't know where else to post this but perhaps you folks could help
me anyways. I am graduating from college in May 92' and am looking for a job.
I need some information about game co.'s, such as addresses and any info that
you net-folk might have on applying to such companies. Does any one out there
work for such a co.? I really could use any info you might have. I would 
especially like to develop a corespondence with someone who works for a game
company.

					-Thanks in advance for any help
					 Brandon W. Hockle
					 pol-in01@penelope.oswego.edu
					 pol-in01@gidney.oswego.edu
From: 00mjstum@bsu-ucs.uucp (Matthew J. Stum)
Newsgroups: rec.games.programmer
Subject: Random-dot stereograms...
Date: 8 Apr 92 14:52:11 GMT
Article-I.D.: bsu-ucs.1992Apr8.095211.5840

Does anyone have an algorithm for generating the random-dot stereograms
as seen in the April issue of GAMES Magazine?

thanx...

-- 
Matt Stum                                      /             SCA:
VAX Systems Programmer                        /        Matheus Arcuarius
Ball State University, Muncie IN USA       /\/  Golden Arrow Company of Archers
00MJSTUM@BSUVAX1.BITNET    (Bitnet)       /            College of Afonlyn
00MJSTUM@bsu-ucs.bsu.edu   (UUCP)        /               Middle Kingdom
00MJSTUM@LEO.BSUVC.BSU.EDU (Internet)   /
From: chetl@donald.tamu.edu (Chet Laughlin)
Newsgroups: rec.games.programmer
Subject: Re: play by internet?
Date: 14 Apr 92 19:47:40 GMT
Organization: College of Architecture, Texas A&M University

In article <janm.703189418@bern.docs.uu.se> janm@student.docs.uu.se writes:
>chetl@donald.tamu.edu (Chet Laughlin) writes:
>>up, much less release SAMs while performing some exotic manouver.
>SAMs are ground-launched, so it's not surprising that you can't
>fire one ;-)

yeah, I meant AIM-9L's or such...sidewinders etc...

---------------------------------------------------------------------
| Chet Laughlin                  reply:chetl@archone.tamu.edu       |
| "There is no Computer Science, it is all witchcraft."             |
|                                MIT Math department, 1958          |
| I do not speak for Texas A&M University, and they rarely speak    |
| for me.                                                           |
---------------------------------------------------------------------
~
Newsgroups: rec.games.programmer
From: faldor@seq.uncwil.edu (Faldor Inglorion)
Subject: maze generators
Organization: Univ. of North Carolina @ Wilmington
Date: Mon, 6 Apr 1992 22:39:42 GMT

	Could someone please direct me to an ftp-site that I could
find a good maze-generator.  Preferably Borland C++, but if
not I will attempt to translate.  Please only pascal,fortran,C
or BASIC I'm afraid I'm not fluent in the others on a PC.

Thanx in advance,
Faldor

.___________________________________________________________________.
|               University of North Carolina at Wilmington          |
|                          Faldor Inglorion                         |
|                        faldor@seq.uncwil.edu                      |
.___________________________________________________________________.
From: mlee@cs.widener.edu (Morgan Lee)
Newsgroups: rec.games.programmer
Subject: Conways' game of Life simulation needed
Date: 14 Apr 1992 22:47:45 -0400
Organization: Widener University CS Department, Chester PA
NNTP-Posting-Host: pebbles.cs.widener.edu

Hi there,

I am looking for Conways' game of Life algorithm. This algorithm is
preferably written in dynamic structures and C or Pascal language.
Any suggestions will be welcome!

Morgan K. Lee
Internet: mlee@cs.widener.edu
From: baylor@ccwf.cc.utexas.edu (Baylor)
Newsgroups: rec.games.programmer
Subject: commander keen
Summary: just curious
Date: 22 Mar 92 20:49:03 GMT
Article-I.D.: ut-emx.68854
Organization: The University of Texas at Austin, Austin TX


	Ok, curiosity has me here. How do you guys think keen was done. I
have heard it's done, not with sprites, but with tiles, but i can't tell
What do you guys think of the scrolling? Some have said it's too jerky,
but i think it looks just fine (and has done better than the scrolling
i've done). Do other games scroll better you think?
	I just like knowing what people mean when they say something
is jerky or slow.       
-- 
-----------------------------------------------------------------------
Baylor Wetzel    baylor@ccwf.utexas.edu         "There is no such thing 
IBM LAN Manager, University of Texas             as an innocent Kennedy"
"All opinions are soley those of the unix guys playing with my account"
-----------------------------------------------------------------------
From: rhod@iesd.auc.dk (Carsten Rhod Gregersen)
Newsgroups: rec.games.programmer
Subject: Re: Computer opponent
Date: 10 Apr 92 00:11:52 GMT
Organization: Mathematics and Computer Science, Aalborg University


	I say welcome to the Artificial Intelligence club!

	you can do things like let the alien follow you, or
	shot in your direction, but too make realy intelligent
	moves, I'll think would be very time consuming, and
	thats not what would be appropriate in a shot'em up
	space combat game. 

	But still aliens following you, and then time to time
	doing some random moves, also looks like intelligent
 	that'll say most of the time. 

--
        rhod@iesd.auc.dk
 
 
                                  
         /|\\\\\\\          \\\\\\\\\  \\\\  \\\\  \\\\\\\\ \\\\\\\
       //|\\\\\\\\\\          \\     \\  \\    \\   \\    \\  \\   \\
       ))) \\\\\\\\\\          \\    \\   \\    \\   \\    \\  \\    \\
       |            |           \\\\\\     \\\\\\\\   \\    \\  \\    \\
    <--|   (o) (o)  |--<<<       \\  \\     \\    \\   \\    \\  \\    \\
       |     /      |             \\   \\    \\    \\   \\    \\  \\   \\
       |   `----'   |             \\\\   \\\ \\\\  \\\\  \\\\\\\\ \\\\\\\
        \__________/ 
           /     \ 

Ethvert program har mindst en fejl og kan gxres en instruktion mindre,
ved induktion medfxrer dette at ethvert program kan skrives som en
instruktion med fejl i.
From: tmkk@uiuc.edu (K. Khan)
Newsgroups: rec.games.programmer
Subject: Re: Help passing data on multiplayer game.
Date: 9 Apr 92 15:11:28 GMT
Organization: University of Illinois at Urbana


In article <1992Apr8.164336.2791@clark.edu> aaron@clark.edu (Aaron Auseth) writes:
>I'm attempting to make a multiplayer dungeon game like nethack, except it is
>real-time, and it is running on a PC network (NOVELL).  I have a good portion
>of the standalone dungeon part done, but I'm to the part of passing some
>data to the other players PC's....

What sort of development tools (C compiler, function libraries, etc.)
are you using to develop this game?
From: scott@mcl.mcl.ucsb.edu (Scott Bronson)
Newsgroups: rec.games.programmer
Subject: Re: play by internet?
Date: 12 Apr 92 21:43:04 GMT

In <9APR92.16231988@enh.nist.gov> tjb@enh.nist.gov writes:

>Hi,
>I noticed that some flight simulators allow playing against someone
>else using a modem. I was wondering if it is possible to make
>such a game that would link to the internet and allow many
>players to play at the same time.

Do you mean by internet or by the Internet?  If it's by ARPANet,
CSNet, BitNet, Janet, Funet, and all the other nets collectively
called the Internet, then not really.  You'll notice that you can
get pauses of around five secons regularly.

The Internet is certainly not good for real-time games.  However,
you'll notice that MUDs work because they're not quite real-time.

If you mean internet -- a bunch of LANs strung together over leased
lines or sattelites, then I don't see a problem offhand.  Depends
on the particular internet.

	- Scott
From: rjwalsh@maths.tcd.ie (Robert Walsh)
Newsgroups: rec.games.programmer
Subject: Re: Bitmap Rotation/Scale
Date: 6 Apr 92 05:26:44 GMT
Organization: Dept. of Maths, Trinity College, Dublin, Ireland.
Organisation: Amalgamated Durables

In <1992Apr06.041125.25057@rose.uucp> alex.wylie@rose.uucp (alex wylie) writes:


>Date Entered: 04-05-92 19:33
>Does anyone know how to scale bitmapped graphics or rotate them in real-time?
>If not in real-time, then how to do it period so I can create them before
>I actually need them, like between levels.  I don't want to presave them.
>Although I couldn't anyways as my paint program doesn't do rotation or scaling.

>Ohh, and if MCGA has 64K and 320x200x256 bitmaps only require 64000 bytes,
>could I change the offset register and get a 326x200x256 (requires 65,200
>Bytes) virtual screen?

>Thanks.

OK - I'll go one better.... Does anyone know how to map a bitmap of arbitary
size into an polygon of arbitary size (the simplest example is mapping a bitmap
into a square)?
--
rjwalsh@maths.tcd.ie   \ The above comments are not Trinity's.
Robert Walsh             \ Hell, they're not even mine!
Advanced Development Group \
Trinity College, Dublin.     \
From: collins@ccwf.cc.utexas.edu (Chad Collins)
Newsgroups: rec.games.programmer
Subject: VGA's Memmory Organization.
Date: 13 Apr 92 04:03:39 GMT
Distribution: usa
Organization: The University of Texas at Austin, Austin TX


	I was wondering if I could get some help in programming the VGA's
memory directly. I am trying to us mode 13h (320 x 200 x 256) by writing
directly to the VGA's memory and I wanted to be able to use the memory
above segment 0xa000 to create my own video pages. The only thing I can
think of here is that it uses the Map Mask register like the other VGA
modes to have memory planes but I have never seen this writen anywhere
or explained (i.e. is it four planes of 64k and 0xa000 or two of 128k
from 0xa000 and 0xb000?).
	I would apprectiate any help... Thanks.              

					Chad R. Collins
				collins@huey.cc.utexas.edu
From: warwick@cs.uq.oz.au (Warwick Allison)
Newsgroups: rec.games.programmer
Subject: Re: Bitmap Rotation/Scale
Date: 8 Apr 92 00:55:05 GMT
Reply-To: warwick@cs.uq.oz.au

rjwalsh@maths.tcd.ie (Robert Walsh) writes:

>Does anyone know how to map a bitmap of arbitary size into an polygon
>of arbitary size (the simplest example is mapping a bitmap into a
>square)? 

Yes.  Clip it.

Seriously, it all depends HOW you want it mapped.  I could map a large
image to a small square by clipping it.  You have to make some constraints
before you can start devising an algorithm.

One possibility would be to have the following restriction:

	If pixels A and B and on the same horizontal line in the original
	and they both appear in the final, then they must be on the
	same horizontal in the final.

Now the problem is simply one of mapping a line of pixels:

         ************************************************

to a sequence of lines of pixels:

    *************  ****************************     *******


Easy.
Warwick
--
  _-_|\      warwick@cs.uq.oz.au            / eastings genistas /
 /     * <-- Computer Science Department,  / giantess seatings /
 \_.-._/     University of Queensland,    / teasings tsiganes /
      v      Brisbane, Australia.        / -------- -------- /
From: nak@cbnews.cb.att.com (neil.a.kirby)
Newsgroups: rec.games.programmer
Subject: Re: Line Of Sight For Hex Maps
Date: 11 Apr 92 23:07:00 GMT
Article-I.D.: cbnews.1992Apr11.230700.12402
Distribution: na
Organization: AT&T

In article <wyman.702316368@granite> wyman@rtsg.mot.com (Mark S. Wyman) writes:
>Does anybody know of a good way to compute line of 
>sight for a hex based map.  The way I was thinking
>of implementing a hex map was skewing (shifting)
>every other row by one.  Not sure how to do LOS
>for this implementation.
>  
I use what I call rational numbering.  Even numbered columns carry even
numbered rows only.  Odd columns carry odd rows only.  That get's around
the problem of the ofset rows.  Then you take the difference in columns,
difference in rows (dc, dr).  The hex n steps between two other hexes is
hex1 + n/range * (dc,dr).  Linear interpolation.  Then force the result
into rational if it's not there already.

The HARD part is making sure that the algorithm is REFLEXIVE.  That is the
path from a to b is the same as b to a.  You will have to make some changes
to force it, but they are minor.

Neil Kirby
From: sphinx@cbnewsf.cb.att.com (michael.w.burns)
Newsgroups: rec.games.programmer
Subject: Re: Random-dot stereograms...
Date: 9 Apr 92 03:09:38 GMT
Organization: AT&T

In article <1992Apr8.095211.5840@bsu-ucs.uucp> 00mjstum@bsu-ucs.uucp (Matthew J. Stum) writes:
>Does anyone have an algorithm for generating the random-dot stereograms
>as seen in the April issue of GAMES Magazine?
>
>thanx...
>
>-- 
>Matt Stum                                      /             SCA:

Well, I don't have the article from GAMES magazine, but I did take a
class in computer vision, which talked about random-dot sterograms.
So I dug out my vision book, and the way the book describes it as:

For the left-eye image:  Start with a completely white background.
Generate a series of random (x,y) points and plot them in black.
Do this until the white background is well-covered.  

For the right-eye image: Copy the exact image as the left-eye
image, then copy the bitmap of a small square image from the center
of the square.  Now copy the bitmap slightly offset some small number
of pixels back onto the right-eye image (displace it slightly).

Now, if the images are binoculary fused together, you will get the
sensation that the small square is 'floating' in front of the background.

I took this from __VISION: A Computational Investigation into
the Human Representation and Processing of Visual Information__
by David Marr, (Freeman and Company, Publishers)

You might also want to check out the work by a vision researcher 
named Bela Julesz.  He did a lot of work with random-dot
stereograms.

Mike
From: mdeboer@fwi.uva.nl (Marc de Boer (I88))
Newsgroups: rec.games.programmer
Subject: Re: Getimage() question?
Date: 14 Apr 92 14:26:38 GMT
Organization: FWI, University of Amsterdam

kwong@isis.cs.du.edu (ken wong) writes:


>Can anyone explain how getimage() read its data, I was wondering if a
>image existed 64k, does that mean we will have to use huge pointer instead
>of far pointer, (far pointer will wrap-around). Svgabg31.zip mention that
>it can read image over 64k, does that mean it takes a far pointer as a
>correction: a huge pointer as a parameter?  Any help would be appreciated.

As a related question:
Can getimage() be skipped? Say I have a small picture. I draw in onto
the screen. Read it with getimage(). Now I want to save it in a file,
or by some other means store it. Obviously, I want to have it ready
for putimage() later without having to draw it.

I tried a few things. First, make the bitmap an int* and try to read the
image int by int.
Shorthand:

   int *bitmap;
   bitmap=malloc(size);
   getimage(bitmap);
   for (i=1;i<((int)size/(sizeof(int)));i++,bitmap++)
	printf("%d ",*bitmap);

Doesn't work. I get the first few int's fine, but then rubbish.
It looks like I get just the first row.

Help me out here!

Thanks in advance!

Marc

(mdeboer@fwi.uva.nl)
-- 
--------------------------------------------------------------------
Thanx for you input!                                   Marc de Boer
(/dev/null loved it!)                           (mdeboer@fwi.uva.nl)
--------------------------------------------------------------------
From: bkoike@sdcc13.ucsd.edu (Bryce Koike)
Newsgroups: rec.games.programmer
Subject: Re: Graphics libraries.
Date: 6 Apr 92 16:13:04 GMT
Organization: University of California, San Diego

In article <gate.i5RRiB1w164w@toz.buffalo.ny.us> cyberman@toz.buffalo.ny.us (Cyberman) writes:
>Most users have at least CGA compatibility and quite anumber EGA
>VGA represents about 78% of all users.
>
	Many companies, if they would go to SVGA, would have to
abandon everything below.  That's ostrasizing a VERY large number of
people (not to mention the people who wouldn't be able to fit such
huge games on their computers!).  See below for more...

>BK>        Space-wise, 640x480 mode doesn't make much sense to me.
>BK>King's Quest V was huge with only 320x200....twice that is just a
>BK>little mind-boggling.  Certain games could probably get away with it
>
>No! look at the change in areas!
>320x200 = 64000 pixels.
>640x480 = 307200 almost 5 X the memory!

	This one's my fault.  I meant 320x2 = 640.  Dumb me!  I
SHOULD have talked about pixels, but didn't.  Some companies could
get away with having both VGA & SVGA versions of their games, but
companies that produce games like King's Quest, and the such
wouldn't be able to get away with it, really.  They'd have to
produce 2 versions of their games -- 1 that supports SVGA and one
that supports VGA.  The size of such games would escalate in a very
uncomfortable way.  Making the move to SVGA is going to take a
while.
	And for whatever reason, I'd like to add that my most
favorite toy happens to be Excel right now, and in Windows in
800x600x256 mode it's a thoroughly wonderful experience.  Heh.
Newsgroups: rec.games.programmer
From: bp092@cleveland.Freenet.Edu (Mike Ogrinz)
Subject: PC-UGLY the environmentally safe sprite lib
Organization: Case Western Reserve University, Cleveland, Ohio, (USA)
Date: Mon, 6 Apr 92 12:59:13 GMT


Just a quick note before I get back to work:

For those who would like to see a different group for the IBM
stuff, especially the sprite project; why don't you make one?

I keep hearing how easy it is to make an alt. group, so why
not just do it instead of complaining? Because my access to
the net is currently through Freenet, my hands are tied in this
area. But I'm pretty much convinced now that a seperate group is
a better idea then a mailing list. It's just too much of a hassle.

So why doesnt someone out there who love or hates PC games 
programming do use a favor?

Thanks,
Mike

Newsgroups: rec.games.programmer
From: checker@acf3.nyu.edu (Christopher Hecker)
Subject: Re: VGA's Memmory Organization.
Organization: New York University
Distribution: usa
Date: Thu, 16 Apr 1992 05:12:23 GMT


The vga memory in mode 13h is in chain4 mode, so you cannot access any
more than 64k.  In order to page flip you will need to use another mode,
like mode X.

Chris


Newsgroups: rec.games.programmer
From: jdl47513@uxa.cso.uiuc.edu (Jason Lowe)
Subject: Re: Bitmap Rotation/Scale
Organization: University of Illinois at Urbana
Date: Wed, 8 Apr 1992 21:57:05 GMT

rjwalsh@maths.tcd.ie (Robert Walsh) writes:
>I don't think that was quite what I meant. Suppose I map a bitmap
>onto this:

>       ----
>      /    \
>      /    \
>      ------

>then I should get a bitmap appearing to hover in three space. The
>bitmap should be scaled squashed at the top and fatter down towards
>the bottom. If I map it onto a square, it should be an exact scale
>replica of the original bitmap.

>Extending the above further, I should be able to map the bitmap onto
>something like this:

>      /\
>     /  |_
>    /     |
>    \______\

>and have it scaled properly all across it.

>Am I asking to do something that only a Cray could manage in realtime? Is
>this feasible on a 33Mhz 386?

>--
>rjwalsh@maths.tcd.ie   \ The above comments are not Trinity's.
>Robert Walsh             \ Hell, they're not even mine!
>Advanced Development Group \
>Trinity College, Dublin.     \

I could be wrong, but I think this is along the lines of surface mapping.
I don't know the algorithms involved, but someone on comp.graphics might
know which texts to reference.

-- 
Jason Lowe      |   //       | Take the Oath.  Watch Ren and Stimpy!
stimpy@uiuc.edu | \X/ Amiga! | "And look, he's beating up on our cheese!"

Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.programmer
Date: Tue,  7 Apr 1992 12:55:42 -0400 
From: Court Demas <cd2a+@andrew.cmu.edu>
Subject: Re: maze generators

I have a few postings (7 or 8) discussing various algorithms for
generating mazes (including some code snippets).  I can forward them to
anybody who is interested..  


-court
Newsgroups: rec.games.programmer
From: N02@csci1.csci.unt.edu (Orion)
Subject: Re: Computer opponent
Organization: University of North Texas
Date: Wed, 8 Apr 1992 15:37:00 GMT

In article <92098.095748IO00198@MAINE.MAINE.EDU> Just some weird dude <IO00198@MAINE.MAINE.EDU> writes:
>I'm a little new to game programming.  I'm writing a space combat
>game for one player.  I've gotten books that explain search methods
>but that's not what I really need help with.  I don't need to
>know how to get it to search for the correct decision, but how
>to make it make that decision.  I don't think I can put all
>possible situations in memory and have it go from there.  There's
>too many possibilities.  I guess I need algorithms for evaluating
>the situation and for deciding what is the best move to make.
>(i.e. does it fire or not fire, and should it maneuver behind me or
>attack from the front.  That sort of thing.)

Post some more details about the game.  Is it in real-time or not?  (if 
not), do you divide the actions up into phases?  how does the interaction
take place?

You will probably want to give a few simple (or not-so-simple) heuristics
that the computer can use to make decisions.  These heuristics can be based 
on your own strategic experiences, and then you can play the program 
repeatedly to weed out the strategic errors that it is making.  You can have 
a set of special rules to cover special situations, and a limited tree-
search (perhaps) to uncover certain options as well.

 
----------------------------------------------------------
                          Orion Auld                      
----------------------------------------------------------
  Win 3.0 multitask: Choke on gum and trip simultaniously!  
Newsgroups: rec.games.programmer
From: tvangod@ecst.csuchico.edu (Increasing Rain)
Subject: Something New
Organization: California State University, Chico
Date: Mon, 06 Apr 1992 18:24:23 GMT


Well, I have seen IBM this and IBM that but have not seen anything for
unix based systems or X-windows.

My question is has anybody made a sprite library for X-windows?
How about a GIF editor?
I am interested in creating a game for x-windows, just want to know if
anyone has a set of library routines that would be useful.

Thanks


Email to:
tvangod@csuchico.edu


Newsgroups: rec.games.programmer