[Giveaway] Super Hexagon!

Published at

Hey guys! I've got an extra key for Super Hexagon and I'd like to give it to one of you! Everyone leave a comment with a number from 1 to 1000 in it and in 24ish hours (11pm or so Mountain Daylight Time) I'll use a random number generator to choose a winner! If you win I'll PM you a link via Reddit. Good luck and thanks for playing!

(P.S. I'm also running giveaways for Tropico 4 and Universe Sandbox! Come check it out!)

Thanks for playing guys! Congrats to /u/aliveandwell22!

submitted by Xznon1 to RandomActsOfGaming
[link] [75 comments]

Super Hexagon Python bot

Published at

Hi all,

I wanted to share a python bot I wrote for the game Super Hexagon.

It gets the game state by reading the game's process memory. Currently it moves the player position around by writing to memory, but eventually I'll add the ability for it to move around organically. It was a learning experience for sure as it was the first time I've ever messed with memory directly.

I wouldn't call it "great/professional" code, but it works and I hope someone would be able to learn from it and/or enjoy seeing Super Hexagon beaten.

GitHub: https://github.com/Darkman802/Super-Hexagon-Bot (Pull requests welcome)

Video Demo: https://www.youtube.com/watch?v=8DSEBg5_kqo

submitted by Darkman802 to Python
[link] [19 comments]

Super Hexagon Python bot

Published at

Hi all,

I wanted to share a python bot I wrote for the game Super Hexagon.

It gets the game state by reading the game's process memory. Currently it moves the player position around by writing to memory, but eventually I'll add the ability for it to move around organically. It was a learning experience for sure as it was the first time I've ever messed with memory directly.

I wouldn't call it "great/professional" code, but it works and I hope someone would be able to learn from it and/or enjoy seeing Super Hexagon beaten.

GitHub: https://github.com/Darkman802/Super-Hexagon-Bot (Pull requests welcome)

Video Demo: https://www.youtube.com/watch?v=8DSEBg5_kqo

submitted by Darkman802 to Python
[link] [23 comments]

Super Hexagon Python bot

Published at

Hi all,

I wanted to share a python bot I wrote for the game Super Hexagon.

It gets the game state by reading the game's process memory. Currently it moves the player position around by writing to memory, but eventually I'll add the ability for it to move around organically. It was a learning experience for sure as it was the first time I've ever messed with memory directly.

I wouldn't call it "great/professional" code, but it works and I hope someone would be able to learn from it and/or enjoy seeing Super Hexagon beaten.

GitHub: https://github.com/Darkman802/Super-Hexagon-Bot (Pull requests welcome)

Video Demo: https://www.youtube.com/watch?v=8DSEBg5_kqo

submitted by Darkman802 to learnpython
[link] [14 comments]

Apologies if this kind of promotion is against subreddit policy, I can't actually find a policy.

HexKit was born out of personal needs. I'm a big fan of procedural generation, and all the reputable hexagon-friendly tile resources I could find start from the assumption that maps would be built visually in the editor. So began an adventure in geometry and pathfinding. (Cheers to Amit Patel: the Red Blob Games hexagon reference is the best source on the net.)

This package contains no MonoBehaviors (well, two in the example scene). Its two core components are the HexCoord struct, a two-axis hexagon grid cell index which knows its own geometry and Unity position (and many other things); and the static HexKit class which offers everything from fills to asymmetric-cost pathfinding. Importantly, HexKit makes only one assumption about your data: that it can be indexed with HexCoord. When it needs data about your grid it asks for a function to supply that data, so it makes no difference how you manage it in the rest of your code.

The savvy reader might wonder why these two classes are separate. The reason is, that shout-out to Amit was no empty gesture. HexCoord is MIT-licensed on GitHub in deference to how much I got from likewise free sources. Everything to do with a single grid cell is free. I'm only selling the multi-cell operations.

Here's the full documentation, and here's a minimal feature demo, which is the supplied example scene. A few excerpts from the example code, to demonstrate how much this package automates:

// Mouse position in pixels -> world position -> HexCoord position. mpos = HexCoord.AtPosition(camera.ScreenToWorldPoint(Input.mousePosition)); // This function is used exclusively as an argument to HexKit functions in UpdateHexes() bool IsBlocked(HexCoord hex) { return !hex.IsWithinRectangle(minBounds, maxBounds) || blockers.Contains(hex); } // "Lit" hexes are the path from origin to target, or the visible area for FOV. HashSet<HexCoord> lit; if (FOV) { // Radiate returns IEnumerable<HexCoord>, which HashSet can use for initialization. lit = new HashSet<HexCoord>( HexKit.Radiate(origin, minBounds.AxialLength()*2, IsBlocked) ); } 

Edit: Corrected demo link.

submitted by tejon to Unity3D
[link] [26 comments]

Helllllllo Civcraftians!

My name is Marakitus and I am now auctioning off the Last Big Plot in the Hexagon, Fellowship. The facade of the plot can be torn by quite easily if you would like me to do it. The inside of the plot is already mined out, so all you have to do is build!

The plot is located on the second-most foot trafficked level in the Hexagon and directly next to the FellowShip Services Headquarters, which means plenty of passer-byers.

Here some pictures of the outside(sorry no pictures of the inside).

The plot itself goes 30 blocks backwards so there is plenty of space.

Edit: The auction will officially end within 24 hours. If some one places a bid right before the end of the auction, it will be extended by 1 hour, and will continue to do so, if people still bid.

Edit2: Ownership of the plot will be transferred in five days.

Starting Price is 8d!

Current Bid Holder: Phil2130 128d

submitted by jeffo12345 to Civcraft
[link] [44 comments]

Firstly, the model would be something called a Goldberg Polyhedron.

A Goldberg Polyhedron is a convex polyhedron that is made up of hexagons and pentagons. It can be made up of an arbitrary number of hexagons but it must contain EXACTLY 12 pentagons. That number is dwarfed by the number of hexes. In civ 5, even the duel map has 1000 hexes and thus would only be 1% pentagons using the Goldberg polyhedron. At standard size, that percentage drops to 0.25%.

As far as what would occupy those pentagons; mountains, wonders, and ice are viable options to render them unable to be occupied. They could even function as a nexus of strategic value.

So what do you guys think. Goldberg or go home?

I'd also love to hear from software developers/programmers as to the the difficulty of implementing this kind of map geometry.

submitted by crappyroads to civ
[link] [32 comments]

Firstly, the model would be something called a Goldberg Polyhedron.

A Goldberg Polyhedron is a convex polyhedron that is made up of hexagons and pentagons. It can be made up of an arbitrary number of hexagons but it must contain EXACTLY 12 pentagons. That number is dwarfed by the number of hexes. In civ 5, even the duel map has 1000 hexes and thus would only be 1% pentagons using the Goldberg polyhedron. At standard size, that percentage drops to 0.25%.

As far as what would occupy those pentagons; mountains, wonders, and ice are viable options to render them unable to be occupied. They could even function as a nexus of strategic value.

So what do you guys think. Goldberg or go home?

I'd also love to hear from software developers/programmers as to the the difficulty of implementing this kind of map geometry.

submitted by crappyroads to civ
[link] [152 comments]