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#1 Before February 2015

ugotpwned
Member
Joined: 2015-02-16
Posts: 376

[SDK] [BETA] EETuring (Path validator)

Hi there,

After reading this topic, I decided to see if I could make a decent library that could validate a path through a level and deeming it possible or impossible by human standards. Right now this topic will hold old and new releases, bugs and my todo list. If you are interested in helping, or have a comment feel free to post.

The SDK doesnt have any dependecies, I just put the PlayerIOClient in the package for convenience.

Quick start guide:

Turing turingTester = new Turing(world); turingTester.OnProgress += turingTester_OnProgress; turingTester.OnComplete += turingTester_OnComplete;  turingTester.SearchAsync(new Point(1, 23), new Point(23, 23));

Binaries
Version 1.0.4 (Latest)
Version 1.0.3
Version 1.0.2
Version 1.0.1
Version 1.0.0

Github
Source

Last edited by UgotPwned (Jan 19 2015 9:38:11 pm)

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#2 Before February 2015

Anch
Member
Joined: 2015-02-16
Posts: 5,447

Re: [SDK] [BETA] EETuring (Path validator)

Wouldn't this take a while?

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#3 Before February 2015

ugotpwned
Member
Joined: 2015-02-16
Posts: 376

Re: [SDK] [BETA] EETuring (Path validator)

anch159 wrote:

Wouldn't this take a while?

Depends on a couple factors some of which are harder to explain than others.
-Target Path length
-Complexity of level, "simple" minis which have a straightforward path, and isn't misleading only takes up to about 5 seconds to prove possible

It   takes longer to prove the path impossible than to prove it true because it has to search 3 times, one quick search, one search where it uses a "blind" pathfinder, and another where it uses a pathfinder guided with EE's physics.

Last edited by UgotPwned (Jan 15 2015 11:58:13 pm)

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