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Age of Empires 2 Scenario Editor Is Turing Complete
- stanlarroque 9y agoI can only think of one of the greatest videos[0] on Youtube when I read about unusual Turing complete systems. [0] https://www.youtube.com/watch?v=uNjxe8ShM-8 https://www.youtube.com/watch?v=uNjxe8ShM-8
- mnx 9y agoWell, if you are into weird internet memes, there's also this one: https://www.youtube.com/watch?v=Ny34O_rWaRc https://www.youtube.com/watch?v=Ny34O_rWaRc
- baldfat 9y agoThis might be the worst thing I've ever watched.
- baldfat 9y agoThis might be the best thing I've ever watched.
- fastball 9y agoYou literally just copied the top comment on YouTube...
- Kayou 9y agoWhy did you copy paste the first comment on the youtube page? Video is funny though, worth watching.
- Gormisdomai 9y agoI don't think this is what they did - but this sounds like a good way to build a karma bot. Whenever a youtube link is posted automatically reply with the top YouTube comment.
- edf13 9y agoCool - but... some people do have too much time on their hands :)
- candleofhope 9y agoWould be great to see a vid where someone used this.
- TheSpiceIsLife 9y agoWould it be possible to simulate Conway's Game of Life inside Age of Empires 2??????
- unixhero 9y agoAnything is possible with a Turing Complete solution.
- toxicFork 9y agoEven the solution for the halting problem?
- amyjess 9y agoYes. Conway's Game of Life is Turing-complete, so any Turing-complete system can simulate it. In fact, simulating Conway's Game of Life (or Rule 110) in a system is often used as a proof that the system is Turing-complete.
- golergka 9y agoAfter writing a lot of tools for game designers, I've found a simple rule: if a system you're creating is Turing complete, throw it out and just give them a normal scripting language. Rationale is simple: game designers will ALWAYS find ways to use the system in the most insanely complicated way, and it's far easier to debug and fix things in a normal programming language rather than another system full of ad-hoc conditions, weird triggers, global variables and other complexity that starts small but always snowballs throughout development.
- mapt 9y agoOr, better: Give them this nice graphical scripting mechanism on one tab. In another tab, give them a small IDE labelled "RESULTING PYTHON CODE"
- golergka 9y agoOr, give them something as nice as Unreal's Blueprints. The thing is, unless you're experienced engine development team that has a good track record of creating one of the best engines on the planet, don't expect to create something as good as Blueprints.
- nhaehnle 9y agoI feel like the challenge with stuff like this is that once you edit the resulting code, the original graphical input is no longer in sync. I wish there was a good solution to this. There are many tools that come close (graphical GUI designers come to mind) by not actually giving you resulting code, but letting you write code separately that interfaces with the graphically designed parts in a well-defined way.
- TremendousJudge 9y agothe quick and dirty solution would be that editing the resulting code is a one way street. so, once you edit the code you can't use the graphical interface. it's not a _good_ solution but I guess it's better than not giving the option to users at all
- robertelder 9y agoThis was literally how I learned the basics of programming, before I ever encountered a real programming language (I was probably ~13 at the time). I used to spend hours creating elaborate scenarios with tons of complicated triggers and effects, and then never play them.
- aaavl2821 9y agoI did the same thing, then started writing random map scripts, none of which were ever playable The only scenarios i ended up playing were things like 500 villagers vs 10 elephants and stupid stuff like that
- SteveNuts 9y agoMy first intro to programming was using the Lego Mindstorms software to program the old yellow brick computer with the touch sensors and motors