#fafad2? sorry i only know LightGoldenrodYellow
#fafad2? sorry i only know LightGoldenrodYellow
finally implemented the colour change script
there needs to be a better css colour names table so i can see all of them at once. maybe i will make it next
whitewater eudaimonia
learned a web design tip: put more horizontal than vertical padding on buttons
human memory is like an inverse hashmap
ssl certificate authorities are the best examples of market failure i have encountered
having confidence is easy lol
Your name is not in the doers file. This incident will be reported.
making a good rendering engine is kinda hard
i want it to support multiple shader programs with different amounts of data (at minimum vertices/indices), as well as have good performance by not unnecessarily recalculating this data
i think i will always clear the screen every frame, it seems way too hard otherwise
the main thing is only updating certain parts of the data that is sent to a shader program, you can't just cut out or replace parts of the arrays since that would mess up all the indices, and how do you identify these regions?
the current hacky thing i'm using is having two different 'static' and 'dynamic' shader programs that do the same thing, and updating one of them more frequently. but that isn't ideal
also it's all in 2d but i stupidly didn't consider that the z axis is very useful for ordering, and now i wish i used it for everything from the beginning rather than having most shader programs only take 2d coordinates
if this was all implemented it could be too cumbersome to actually use it to draw stuff. what i have now is messy but at least it works and is kind of easy to use
i do not post everything here only the things i want to define me
it seems my posting fits into distinct categories. but i kinda like it all mixed together
wanna make an update colour script that stores the css colour name in a file and find replaces it in the css, and it updates the favicon which im gonna make too
the fried fox is honestly not that bad if you keep your pawns on the 6th rank (i only play as black)
the bongcloud on the other hand is more unviable, i usually try to arrange pawns on e4, f3, g4, h4 like you might if you castled queenside vs the sicilian, and then hide the king somewhere in there
in both cases i always find myself behind on development often with my king's knight blocked in its starting square, as well as the obvious positional disadvantages
it really feels bad when my opponent castles
but i feel at least more comfortable than i was when i started having to respond to some of the ways my opponent can probe with their bishops and pawns (i must have blundered my queen at least 3 times because i forgot my king wasn't defending it)
and its fun
you only need to iterate over the prime numbers less than 1000 to factorise numbers up to 1000000
The psychotic drowns in the same waters in which the mystic swims with delight.
If the king does not lead, how can he expect his subordinates to follow?
i think i will move this blog up a level since i don't seem to be doing much else with this site
got it clicking the tiles to spell a word
it took a while to figure out that i had to call mouseRelease to perform a click otherwise the os would think i was holding the mouse down
now i need to do a loop thing, detect whether submit button is enabled or not, and read the grid at the right time
also make a simple ui to start/stop the bot and set different strategies
maybe some performance stuff, i can't tell what is causing it to be slow, could be loading the dictionary but i suspect it is parsing the tile grid image
this bot produces so many diamond tiles (which grant one of each potion type) that i could just purify if the word fails (assuming locked tile) and still have an excess of purify potions
deciding when to use powerup potions (and perhaps even detecting how many are left) could also be part of the strategy
using powerup potions gives you more powerup potions if you annihilate an enemy, giving you a diamond tile
been working on a bot to play the game bookworm adventures
so far the bot can take a screenshot of the game while it's running, parse the grid of tiles, and find the possible words it could spell
the grid image is parsed by thresholding each tile and comparing it to a prepared set of letter images, which works well since the letter part of each tile is almost completely black
it also detects gem tiles and plague tiles using the tile's average hue
i haven't seen it fail yet on gem tiles, but i tried to implement this for smashed tiles and it didn't work anywhere near consistently enough
smashed tiles have a hue too similar to diamond tiles
i tried to use brightness as well as hue but it didn't work because the brightness of tiles varies too much (even ignoring the black pixels)
might try to just cut the center out and compare the tile uncropped to a smashed tile image
locked tiles are an issue as well, they're near identical to normal tiles if you average everything out
locked tiles are one of the tiles i really need to be able to detect so the bot can know these tiles can't be used, i could probably go without detecting plague/smashed tiles
unless i went and tried to click every tile after a word failed to submit, and checked which ones couldn't be selected, but again not an ideal solution
there's also other tile types from the sequel bookworm adventures 2 that i haven't done yet, fire tiles might be a problem
would prefer to avoid using opencv because it's a bit overkill and my bot is written in java, but there would definitely be something in there that would solve these problems
the dictionary works by creating a tree when it loads the words, so i don't have to check over every word (probably slow) or every permutation of letters (definitely slow)
each node in the tree represents a letter (e.g. 'f') and it has child nodes representing the number of times the next letter is in the word (e.g. 0, 1, 2... 'g's)
at the bottom there is a list of unsorted (i.e. 'balloon' not 'abllnoo') words
when searching we want all subanagrams, not just all anagrams, so we take not just the nodes corresponding to the given set of letters, but also all recursively sum all sets of letters less than the given set (e.g. if the letters contain 2 't's, we want all branches with 0, 1, or 2 't's)
i realised after writing it that my dictionary implementation is probably inefficient so i might change it later, since it's unnecessary to store 26 layers when no word has all 26 letters
instead i could just make a tree where each node is a letter+frequency and the layers are the position of a letter in the word, although what i have now seems fast enough
java's Robot class made it easy to take a screenshot and will make it easy to move mouse and click when i get to that part, but one weakness is that i can't take a screenshot unless the game window is maximised and focused
apparently there are ways to achieve this but it would involve some annoying windows api stuff, i'll do this later if at all
i want to try different strategies of spelling words and see what the fastest/average times i can get in arena mode (where you fight all the bosses in order and are timed) are
one strategy i used while playing the game normally was 'saving up' a long word with a lot of gem tiles and then finally use it when i get the right tiles, maybe the bot could do better by using up the uncommon and difficult to use letters like 'k' and 'v' in short words without using the gem tiles (which give a percentage damage boost) so it can do a very long word using a power up potion
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todo add images to this post
a sheep does not concern itself with the opinions of grass
This site is not intended to be viewable with any text-based or GUI browser, on any screen resolution or scaling size. fuck you.
queens gambit aborted: 1. d4 abort! leaving black with a strong initiative and good chances to have fun in his next game
todo change dates to '5 minutes ago' etc instead of showing whole date. i think there is a python library for that