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> What you actually said was "evaluates all of the Locations that any pattern could ask for every frame" so you are being very dishonest. Sure, I think that's
by anonymoushn 2y ago
> What you actually said was "evaluates all of the Locations that any pattern could ask for every frame" so you are being very dishonest.
Sure, I think that's a reasonable implementation. Maybe we know all the Locations for all the behaviors in the current stage, and of those, for each one that can be evaluated in the past, we should evaluate it each frame and store it in a collection. The stored past-locations that are old enough that they can no longer be asked for can be discarded. So the data is accessed like a queue normally, but maybe if multiple behaviors look into the past by different amounts for the same Location then one of them has to access the middle of the queue. This is fine because the queue can be backed by a circular buffer. Is this a bad implementation in your view?
> You think no video game has ever been made without coroutines?
Is this an honest followup after someone asks exclusively about games in a single genre?
> What is there to process here?
Well, if the claim is that a majority of all bullet hell games were made before 2000, then it's just false, but it's sort of unclear if that is the claim. Maybe the claim is about "types" rather than "games." Even if it's about "games" then maybe Touhou Hisoutensoku (2009) "originated" in 1994 with the release of Street Fighter.
> Lua didn't even have coroutines until 2003.
Assembly had them in the 1960s (well, they are first documented to have been used in the 1960s, despite existing before then). C had setjmp and longjmp in 1979. Why would Lua need them?
To review the situation, we have 0 bullet hell games from the 80s. We have some bullet hell games made starting in 1993 by 2 companies (one of which is made up of the staff from the other) with exclusively bullets that never turn, home, accelerate, bounce off of things, or spawn other bullets. The games by these companies use a stage plan format the execution of which could reasonably be described as "not a VM". We have numerous other bullet hell games, the vast majority of all bullet hell games ever made, that use imperative scripting languages that can execute a single function that spans many in-game frames to attach behaviors to bullets. We also have a number of bullet hell games larger than the number of Toaplan/CAVE games but smaller than the number of BulletML/ECL/Danmakufu games for which I can't make any claims either way about the scripting environment (Valkyrie Sky, Jamestown, Shikigami no Shiro, etc.).
Obviously it's possible to implement anything in any Turing-complete language, in the same way that Billie Eilish could simply type the waveform she wants to put on her album into a text editor if she wanted to. I just think that it might be unreasonable for people who have sold 0 albums to tell her to do that instead of using FL Studio or whatever.
- CyberDildonics 2y agoWell, if the claim is that a majority of all bullet hell games were made before 2000, then it's just false, That's what you think I said? C had setjmp and longjmp in 1979. Why would Lua need them? I don't know what this is supposed to mean, all I said was that lua didn't have them until 2003. I can't even follow what you're saying, you're all over the place. Are you really trying to say every video game ever made uses coroutines?
- anonymoushn 2y ago> That's what you think I said? Yeah I think that usually "most of" means "a majority of" and "originated" means "was created." > I don't know what this is supposed to mean, all I said was that lua didn't have them until 2003. Well, I guess I apologize for assuming that that was supposed to be relevant. > I can't even follow what you're saying, you're all over the place. This submission is about a tool for creating a specific genre of art. Some works of art are created in an iterative process where the artist repeatedly evaluates and perturbs the work to make it more to their liking. Some ways of working make this easier than others. Almost every work in the genre has been created in a specific way. This submission's content is a part of the same tradition that includes the tools that have been used to create the vast majority of works in the genre. If someone who knows nothing about any of this insists that almost all of the artists are doing everything wrong, well, the base rate for that person being correct is not great. > Are you really trying to say every video game ever made uses coroutines? No. I gave specific examples of games in this genre that are known based on reverse-engineering to not use coroutines. I will venture to avoid spending my time writing words for low-literacy audiences from now on.
- CyberDildonics 2y agoYeah I think that usually "most of" means "a majority of" and "originated" means "was created." What are you even talking about? All I said was that shooters in the 80s and 90s were done with asm. Why is every comment so far off the map? I will venture to avoid spending my time writing words for low-literacy audiences from now on. It's definitely not that you have huge ranting comments full of indecipherable tangents. What was your point with all this again? I lost track of whatever you're trying to say a long time ago.