NO WHERE TO HIDE AND OTHER MYSTERY STORIES


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Introduction

The basic maze generating routine had been partially written by a stoner who had left. I contacted him to try and understand what the maze generating algorithm did. He told me it came upon him when he was drunk and whacked out of his brain, he coded it up in assembly overnight before he passed out, but now could not for the life of him remember how the algorithm worked. Ah yes. I assume this was what happened when designing memory allocation in Chrome. Oh that's an easy problem that even 1st semester programmers can solve -- just keep calling malloc.

And everyone of the 5 auto-generated IPC layers every single function call has to pass though. No one dares touch any of them, as no one even knows why they are there. I have had some of my best ideas in my most indescribable states.

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I've built some really nice things and left them in the garage to surprise future me on my next visit. My buddy's grandad suggested that with anything you wanted to be good at, you needed to practice drunk as well to demonstrate true mastery. I'm not the wreck I once was, but I haven't had any great ideas lately, either This happens to be very true for lot's of people who enjoy tinkering.

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I might add, Humphrey Bogart, who is my personal hero is also a happy drunk that understood when to work and when to play. This reminds me of my brother in law telling me about the mystery gifts he would sometimes get from Amazon. I was curious as I use Amazon a lot yet had never been sent a mystery gift. He went on to explain that he would get black out drunk and place orders on Amazon, when the package would arrive it was always a surprise opening the box. Then the solution is simple [youtu. Get the man drunk and stoned again and ask him how he solved the problem.

I write absolute crud for code when not sober. I have a hard time believing that an intricate algorithm was created and implemented bug-free during an all-night bender. It's more believable that the idea for the algorithm came to him while under the influence of something or another, and then was implemented during some following days of sobriety.

In the intervening years, additional abuse to the brain in the form of self-medication has rendered the details forgotten. Complex code when drunk and high and. However, it seems the logic behind the table has been lost forever. Well maybe if the alcoholism persisted but in general game developers are probably in their 50s these day.

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Mostly alive and well. No 60's I'm 52 and was in high school back then, to get a job at one of the big firms, you "had to have" that college degree, making it at least grad on the very low end 56 years of age. And back then, you had some boss that was some fucking idiot, would not let you code and be like "Pinball Wizard". Something which makes me very proud of my observation of modern day youth and risk takers who focus on being the very best in the skill set of whatever code they program.

I love how you all fight for the c.


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If you were 25 in you'd be 62 now. No doubt though there were teenagers writing games back then, but probably not as many as you think. And I know more than a few people who died young. One last week at age You can't assume that everyone lives to a ripe old age. I was 18 in '82 and learning to program games. At 20 I took a leave of absence from college to pursue a game development opportunity.

While I was at a very small company I did get to attend parties at Atari, Broderbund, etc. There was no shortage of year olds doing Apple, Commodore and Atari games. So 50s is a quite reasonable guess. But it is a great example of the tricks you had to use one the old machines. I can imagine it is an lost art these days with everything make used game engines. From the PDF: 32 entries. Generating a new wall depend on the two wall on the left and the three walls above. The table outputs either "wall", "hole" or "go call the random number generator".

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Yup my hypothesis to. The guy could certainly have found a reference labyrinth he like, draw one himself on grid paper, or found a fascinating pattern on a ceramic tile wall in the bathroom he was supposedly a stoner, after all. Look up several places to find 5-bits patterns, tally what usually happens, try it and see the result. Also, the fact that there's a post-processing step mentioned in the PDF speaks in favor of later iterations improvements.

You had to be clever to get things done back in the day when your computer might only have 32k of memory, but it was all too easy for cleverness to become an end in itself. Unfortunately sometimes the way to determine the two is to compare the results and long-term maintainability of the code.

Other times it's a bit more obvious, like if a programmer exploits a known bug in hardware to achieve a result, a bug that may be removed by a manufacturer on subsequent products or whole revisions.

That was my thought. In addition they mention that if you change some of the values the maze generation algorithm does not work very well. So the rather obvious conclusion is that the table was generated through a process of trial and error and when the developer hit on something that worked it was set in stone.

If the table allows you procedurally to create a random maze, using severely constrained storage and computing power, with only a single correct solution, this is a difficult problem, certainly if the maze is of arbitrary size. All the algorithms I am aware of are computationally intensive when generating large mazes.

Based on a cursory glance at the paper, they seem to be saying that Entombed facilitates an algorithm albeit only for a two-dimensional maze that avoids the need for backtracking behaviour. This could be of significant theoretical interest. Mazes in Entombed require the player to blow up wall cells every once in a while. So it's not quite as sophisticated as Eller's algorithm, which creates a perfect maze by partitioning columns of the infinitely tall maze into connected sets, but it's suitable for the gameplay concept the developers wanted to do.

A question was raised, the wrong person was asked, and now you have your words by deadline. Thus is normal capitalism, inventing a non story for a paycheck. Looking at the table in the paper, it's fairly simple in concept - lots of empty space in those areas - stick a wall in. Lots of walls, stick a space in.

In the middle it's trial and error look at generated mazes, can you solve it? No - more white space, Yes - is it too easy? More walls, and then for interest you have some random choices to make the mazes more natural, and special collectables to destroy or build walls in your path because the algorithm isn't perfect, and the game needs something to make it more than just a maze solver. I can see a stoned developer in the zone knocking that out in a couple of hours before crashing out.

Three hours. When they get up to flip the Black Sabbath LP they will get distracted by something. A friend of mine was asked to solve a path routing problem at work, to create some software to make the routes the drivers followed better. After some study he realized it was a rehash of the Seven Bridges of Koenigsberg [wikipedia. How is that different than the Travelling salesman problem [wikipedia.

NO WHERE TO HIDE AND OTHER MYSTERY STORIES NO WHERE TO HIDE AND OTHER MYSTERY STORIES
NO WHERE TO HIDE AND OTHER MYSTERY STORIES NO WHERE TO HIDE AND OTHER MYSTERY STORIES
NO WHERE TO HIDE AND OTHER MYSTERY STORIES NO WHERE TO HIDE AND OTHER MYSTERY STORIES
NO WHERE TO HIDE AND OTHER MYSTERY STORIES NO WHERE TO HIDE AND OTHER MYSTERY STORIES
NO WHERE TO HIDE AND OTHER MYSTERY STORIES NO WHERE TO HIDE AND OTHER MYSTERY STORIES
NO WHERE TO HIDE AND OTHER MYSTERY STORIES NO WHERE TO HIDE AND OTHER MYSTERY STORIES

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