Thursday, March 5, 2020
TOP 10 MOVIES OF 2019
The new year is here, and so Top 10 season is upon us. The tradition is to rank media in a seemingly arbitrary fashion so here's my oh-so personal list of moves faves that came out 2019. What will be number 1? Read on to find out...
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Wednesday, March 4, 2020
Brainstorming With Reversal
In the previous two posts I described how I sometimes approach a problem by trying to arrange it into a matrix. Sometimes that doesn't work and I instead try to look at the problem backwards. As an example, consider procedural map generation. I often start with a noise function, adding octaves, adjusting parameters, and adding layers. I'm doing this because I'm looking for maps with certain properties.
It's fine to start by playing with parameters, but the parameter space is rather large, and it's unclear whether I'll actually find the parameters that best match what I want. Instead, after playing around a bit, I stop and think in the opposite order: if I can describe what I want, it might help be find the parameters.
This is actually the motivation I was taught for algebra. Given an equation like 5x² + 8x - 21 = 0, what is x? When I didn't know algebra, I would've solved this by trying a bunch of values for x, jumping randomly at first, then adjusting it once I felt I was getting close. Algebra gives us the tool to go in the other direction. Instead of guessing at answers, it gives me tools (factoring, or the quadratic equations, or Newton's iterative root finding) that I can use to more intelligently find the values of x (-3 or 7/5).
I feel like I often am in that same situation with programming. For procedural map generation, after tweaking parameters for a while, I stopped to list some things I wanted for the game worlds in one project:
- Players should start far apart on the beach.
- Players should move uphill as they level up.
- Players shouldn't reach the edge of the map.
- Players should join into groups as they increase in level.
- Beaches should have easy monsters without much variation.
- Midlands should have a wide variety of monsters of medium difficulty.
- Highlands should have hard "boss" monsters.
- There should be some landmark to help players stay at the same difficulty level, and another landmark to help players go up or down in difficulty level.
That list led to some constraints:
- The game worlds should be islands with a lot of coastline and a small peak in the center.
- Elevation should match monster difficulty.
- Low and high elevation should have less biome variation than middle elevations.
- Roads should stay at a fixed difficulty level.
- Rivers should flow from high to low elevation, and give players a way to navigate up/down.
The constraints then led me to design the map generator. This led to a much better set of maps than the ones I got by tweaking parameters like I usually do. And the resulting article has gotten lots of people interested in Voronoi-based maps.
Another example is unit tests. I'm supposed to come up with a list of examples to test. For example, for hexagonal grids I might think of testing that add(Hex(1, 2), Hex(3, 4)) == Hex(4, 6) . Then I might remember to test zeros: add(Hex(0, 1), Hex(7, 9)) == Hex(7, 10). Then I might remember to test negative numbers too: add(Hex(-3, 4) + Hex(7, -8)) == Hex(4, -4). Ok, great, I have a few unit tests.
If I think more about this, what I really am testing is add(Hex(A, B), Hex(C, D)) == Hex(A+C, B+D). I came up with the three examples based on this general rule. I'm working backwards from this rule to come up with the unit tests. If I can directly encode this rule into the test system, I can have the system itself work backwards to come with the instances to test. This is called "property based testing". (Also see: metamorphic testing)
Another example is constraint solvers. In these systems you describe what you want in the output, and the system comes up with a way to satisfy the constraints. From the Procedural Content Generation Book, chapter 8:
In the constructive methods of Chapter 3 and the fractal and noise methods of Chapter 4, we can produce different kinds of output by tweaking the algorithms until we're satisfied with their output. But if we know what properties we'd like generated content to have, it can be more convenient to directly specify what we want, and then have a general algorithm find content meeting our criteria.
In Answer Set Programming, explored in that book, you describe the structure of what you're working with (tiles are floors or walls, and the tiles are adjacent to each other), the structure of solutions you're looking for (a dungeon is a bunch of connected tiles with a start and an end), and the properties of the solutions (side passages should be at most 5 rooms, there are 1 or 2 loops, there are three henchmen to defeat before you reach the boss). The system then comes up with possible solutions and lets you decide what to do with them.
A recent constraint solver got a lot of attention because of its cool name and demos: Wave Function Collapse. You give it example images to tell it what the constraints on adjacent tiles are, and then it comes up with more examples that match your given patterns. There's a paper, WaveFunctionCollapse is Constraint Solving in the Wild, that describes how it works:
Operationally, WFC implements a non-backtracking, greedy search method. This paper examines WFC as an instance of constraint solving methods.
I done much with constraint solvers yet. As with Algebra, there's a lot for me to learn before I can them effectively.
Another example is when I made a spaceship where you could drag the thrusters to wherever you wanted, and the system would figure out which thrusters to fire when you pressed W, A, S, D, Q, E. For example, in this spaceship:
If you want to go forwards, you'd fire the two rear thrusters. If you want to rotate left, you'd fire the rear right thruster and the front left thruster. I tried to solve this by having the system try lots of parameters:
It worked, but it wasn't great. I realized later that this too is another instance of where working backwards would have helped. It turns out the movement of the spaceships could be described by a linear constraint system. Had I realized it, I could've used an existing library that solves the constraints exactly, instead of my trial-and-error approach coming up with an approximation.
Yet another example is the G9.js project, which lets you drag the outputs of some function around on the screen, and it will figure out how to change the inputs to match your desired output. The demos of G9.js are great! Be sure to uncomment the "uncomment the following line" on the Rings demo.
Sometimes it's useful to think about a problem in reverse. I often find that it gives me better solutions than if I only consider the forward direction.
Monday, February 24, 2020
Download Need For Speed World 2010
How To Install Need For Speed World 2010
without Errors and Problems
πΉ Please use IDM (Internet Download Manager) to download the files without any error.
π Download Winrar :-
πΉ (64bit PC)
π Visual C++ Redistributable 2012 :-
If your PC has no net framework then, you can
π net framework 4.6
π IMPORTANT π:-
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Sunday, February 23, 2020
Earning Trophies In Eternity
Sometimes it is fun reading up about the trophies that are out there for games, the crazy littlechallenges that have been added on top of a game to add an extra layer of challenge or competition. One I read about a little while ago was the challenge added to FFIX to get Vivi to jump the skipping rope in Alexandria 1000 times! From my memory, doing it 100 times was a challenge enough! Looking over FFVII, there are some hardcore challenges- get Aeris' final limit break, obtain maximum Gil, beat Emerald and Ruby weapon.
All these trophies got me thinking about our Holy Faith.
Maybe there are heavenly trophies to be gained in life, and stored up in eternity?
Resisted impure temptation on 5th May 2016,
went to daily Mass every day for a year in 2017,
spoke to a random person about saving their immortal soul last Tuesday,
this morning got up an hour early to make a meditation.
What if we are earning trophies all the time and don't even know it? What if there are trophies out there that we will only find out about in eternity? I think there are you know, I think there are acheivements to be earned every day of our lives, this is when we use our free will to co-operate with His Holy grace and do great things for Him. These are the kinds of trophies I am interested in, because they really mean something and they truly last forever.
Having Platinum trophies for 100 games, that passes away, but the trophies of merit that we earn for eternity, they will NEVER fade away.
Rev 22:12- Behold, I am coming quickly, and My reward is with Me, to render to every man according to what he has done.
1 Cor 3:8- Now he who plants and he who waters are one; but each will receive his own reward according to his own labor.
2 Tim 4:8- Now there is in store for me the crown of righteousness, which the Lord, the righteous Judge, will award to me on that day--and not only to me, but also to all who have longed for his appearing.
Matt 10:42- And whoever in the name of a disciple gives to one of these little ones even a cup of cold water to drink, truly I say to you, he shall not lose his reward.
What are you waiting for, through Christ, with Christ, in Christ, earn those trophies, build up a treasure for yourself in heaven! But remember, if you commit a mortal sin all those trophies get taken away from you, you disqualify from the race- but, praise God, they are returned when you make a good confession and return to God's friendship- He forgets your evil deed and returns all those trophies once more.
Praise be Jesus Christ, now and forever! We are more than conquerors through Him.
Friday, February 21, 2020
Forza Horizon 4 - Tips & Tricks | Pro-GamersArena.
As we probably are aware that Forza Horizon 4 is out now for the individuals who pre-ordered the upgraded version of the game, and it'll be out in full for everybody on PC and Xbox one week from now. So in this Forza Horizon 4 control, we'll be strolling you through the entire rundown of fundamental tips and tricks which you have to know going into the game. What's more, let me disclose to you Forza Horizon 4 is right now the best open world racer game made in these couple of years.
Forza Horizon 4 Tips & Tricks :
How to Unlock Fast Travel Anywhere in Forza Horizon 4.
Driving anyplace in Forza Horizon 4 is gigantic measures of fun as you get the chance to see the excellent open world, incredible taking care of and lovely autos, at times you simply need to get some place in a moment, deserting all the mission that is going on.
Ideal from the beginning of the game you can quickly make a trip to occasions and different spots of intrigue you've found for a cost (except if you've discovered the majority of the quick travel sheets, at that point it's free), yet to quick travel totally anyplace, you have got some work to do.
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| Picture of location of Fairlawn Manor |
Fairlawn Manor will cost you like 2,000,000 credits, which means you most likely wouldn't get it until you've made a not too bad scratch into the game. Yet at the same time it merits doing , as it empowers you to movement quick completely anyplace on the guide, or, in other words. Particularly once you've discovered all the quick travel sheets so it turns out to be allowed to utilize. Purchasing Fairlawn Manor additionally grants you with 10 Super Wheelspins, or, in other words, and a Silver Top Hat for the individuals who get a kick out of the chance to dress their symbol up in style.
How to Download DLC Cars in Forza Horizon 4.
In the event that you've acquired a unique release of Forza Horizon 4, or on the off chance that you claim the auto go for game, at that point you may consider how to get your hands on a portion of those superb elite DLC vehicles, similar to the James Bond autos. To get to a rundown of DLC autos in Forza Horizon 4, you'll right off the bat need to make a beeline for either the primary Festival Site amidst the guide, or a House.
With the end goal to buy the autos, first you need a houses and they are not difficult to establish, you simply need to continue seeking them on maps while driving around, and once you've discovered a House, you'll at that point have the capacity to buy it utilizing CR (despite the fact that they're normally entirely costly, which means you presumably wouldn't purchase until you've made an OK gouge into the game.). Either visit the Festival Site in Forza Horizon 4, or visit a house you've acquired, and you'll have the capacity to see a rundown of all the accessible DLC autos that you can download.
There's one thing you have to remember that while the vast majority of the DLC autos in Forza Horizon 4 are accessible for nothing once you've acquired their comparing development packs, some will cost you CR to get. These are typically the more first class autos, similar to the James Bond Aston Martin DB10, in which case you'll need to get out on the streets and procure some CR through races and different occasions.
This may be the finish of our initial Forza Horizon 4 guide for the time being, however there's bounty more to cover on the game presently. We'll be refreshing this guide at a later date, when we reveal any extra subtle elements in the game.
Till then keep sharing and tell your friends too, to "ENTER THE PRO-BROS ARENA"








