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generating the levels take about a week, validating them would probably add as much |
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I'm planning to look at the level generation code as part of reviewing the use of the existing RNG, so I'll put some updates here if I find anything interesting. Pretty sure there's 2^31+1 potential layouts as well due to the use of abs() in the existing implementation, that almost halves the search space 😄 |
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I'd love to learn about your drlg deep dive @ephphatha! How did it go? Did you stumble on anything curious or weird? Any broken seeds that were unknown since before? Cheerful regards, |
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Remember seti@home? They were looking for aliens. Most of us probably care more about DIablo than about aliens.
There's been some talk about seeds that are problematic for level generation (these are a few instances that I'm aware of: #2115 (comment), #1629). There are "only" 2^32 possible game layouts and some of them are bad.
I think you know where this is going.
It should be possible to try out all possible seeds and see if they work. A non-exhaustive list of deal-breakers would be:
Seeds that cause problems can then be blacklisted.
I'm not suggesting doing a full-blown volunteer computing app using BOINC or something similar; we could divide the load among us on a voluntary basis. I also don't plan on coding this anytime soon, so if anyone wants to take the idea and run with it, feel free.
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