560 reputation
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bio website nicholaswellcome.com
location Boston, MA
age 27
visits member for 3 years, 3 months
seen May 1 at 15:55

Software Engineer


Apr
21
awarded  Nice Answer
Feb
27
comment How can I make a “random” generator that is biased by prior events?
@DMGregory, I tried to do some empirical tests on the markov chain method I mentioned and a 30%/60%/10% split and you're right. I would consistently get 30.4%/11.3%/58.2% using a 2% lower chance of 2 consecutive, 4% lower chance of 3, 6% lower chance of 3+. I assume any solution will have some trade-off versus a constant probability, but it seems like this is not a great ratio of "distortion" versus reduction in streaks. I'd like to see it compared to some of the other methods.
Feb
26
comment How can I make a “random” generator that is biased by prior events?
I agree with Kevin and Lilienthal that you might get a better answer there, but reading mklingen's answer I realized what is being described here can be modeled as a Markov chain and that might be a handy tool for game developers to know about. I'll try to write that up in more detail later.
Feb
26
awarded  Commentator
Feb
26
comment How can I make a “random” generator that is biased by prior events?
@mklingen, I agree with DMGregory, the "strictly no repeats" is not desirable here. Rather, they want the probability of long chains of the same outcome to be less likely than it would be with a uniform random probability. You could do this with a Markov Chain (which is directed) that looks like this. This uses multiple states to represent repeated events where the probabilities of transitioning from "Hit 1" to "Hit 2" and "Hit 2" to "Hit 3+" goes down and the probabilities of transitioning back to "Hit 1" and "Crit 1" go up.
Jan
28
comment Should cooldown be time or tick based?
@Ch1pStar You're right, it's routed peer-to-peer where the clients all send player input to the server and the server distributes that information back to the clients. The salient factor is that for performance reasons the server isn't normally communicating game-state information back to the clients, only inputs. That system relies on the clients always doing the same thing given the same input, which gets messy using delta times. I'd love to hear someone with more experience tell me if that's even possible.
Jan
28
comment Should cooldown be time or tick based?
Based on the type of game you might not have a choice, games like StarCraft 2 which use a peer-to-peer network architecture I believe must use a tick-based cooldown rate (and a capped frame rate) to avoid desyncing. Do you have a particular kind of game in mind?
Jan
23
comment What is “convexity” in the context of game design?
Thank you! I was hesitant to point out that the graph looks like a convex shape because I come from a math background where the concept of graph is separate from what the graph looks like in 2D and a "convex graph" means something unrelated.
Jan
21
revised What is “convexity” in the context of game design?
added 228 characters in body
Jan
21
revised What is “convexity” in the context of game design?
added 1 character in body
Jan
21
revised What is “convexity” in the context of game design?
added 1169 characters in body
Jan
21
awarded  Editor
Jan
21
revised What is “convexity” in the context of game design?
added 25 characters in body
Jan
20
answered What is “convexity” in the context of game design?
Dec
23
answered When do you have inflation and when deflation in a virtual economy
Nov
26
answered Create player rankings?
Sep
26
comment What kind of gaming experiences does hiding game play stats and formulas cultivate?
This is a great framework for thinking about this question. I would add that you can let the player have some say over where they want the game to fall on this spectrum. For instance, Telltale's Walking Dead games have the option to completely disable the UI elements for hardcore fictionalists. On the other side, the old Infinity Engine games (Baldur's Gate) had the ability to pull up a log of the actual dice rolls the game was making for systemists, but that wasn't shown by default so as to not offend fictionalists.
Apr
2
awarded  Critic
Apr
2
comment Why don't all games permit changing the field of view?
Allowing an adjustable FOV is potentially much more work than just one line of code. J. Kyle Pittman from Gearbox wrote a good piece about the problems adding adjustable FOV to Borderlands 2 caused, you should read it: gearboxsoftware.com/community/articles/1061/…
Jan
23
awarded  Yearling