
How "TRON" Is Your Game?
Re: How "TRON" Is Your Game?
It's Speed/Rubber and Trail Length/sqrt(Area), but nice idea 

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- Round Winner
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Re: How "TRON" Is Your Game?
sinewav's a group theorist, those guys are always doing crazy stuff like using '*' for additionZ-Man wrote:It's Speed/Rubber and Trail Length/sqrt(Area), but nice idea
and '-' for division
Well...I did.
Re: How "TRON" Is Your Game?
Well played. BUT! Hah! If they write - instead of /, then they will also write *2 instead of ^2.
Re: How "TRON" Is Your Game?
Real tron has 0 rubber, correct? Zman...Z-Man wrote:It's Speed/Rubber and Trail Length/sqrt(Area), but nice idea



- Jonathan
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Re: How "TRON" Is Your Game?
Can I have some infinite walls too? Or maybe remove the arena. 

ˌɑrməˈɡɛˌtrɑn
Re: How "TRON" Is Your Game?
I am, of course, operating on the compatification of R+ as a multiplicative topological group (which ceases to be a Lie-Group after the compactification, obviously. And a group.), which has infinity and zero included. And zero rubber or zero area just results in infinite TRON-ness. Nothing wrong with that. Or, if that disturbs you, you can regularize the speed/rubber quotient by adding a cutoff, like (speed/(rubber+speed/fps)).
Re: How "TRON" Is Your Game?
Actually, I did mean the difference not the quotient. It's my opinion that is you have a negative result you should give up and start over.Z-Man wrote:It's Speed/Rubber and Trail Length/sqrt(Area), but nice idea

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Re: How "TRON" Is Your Game?
: |Z-Man wrote:I am, of course, operating on the compatification of R+ as a multiplicative topological group (which ceases to be a Lie-Group after the compactification, obviously. And a group.), which has infinity and zero included. And zero rubber or zero area just results in infinite TRON-ness. Nothing wrong with that. Or, if that disturbs you, you can regularize the speed/rubber quotient by adding a cutoff, like (speed/(rubber+speed/fps)).
