Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Building Logic Gates in SC
Building Logic Gates in SC
Apr 21 2011, 10:29 pm
By: Sacrieur  

Apr 21 2011, 10:29 pm Sacrieur Post #1

Still Napping

So I came across an interesting thought today. You can build virtual logic gates in SC. Using DCs, you may construct any number of logic gates. The method for which is fairly simple and well within the scope of SC. Since you may have infinite triggers...

You can build a microprocessor with triggers.

Now build a GPU that controls the minimap. Each matrix square on the real map will represent a pixel, a 256x256 map has a resolution of 256x256. Use the plethora of players to represent colors.

Now program Doom into the scope so that it'll run upon map start-up.

---

Congrats, you have now created Doom in StarCraft. This is all theoretical, but would work supposing you have a computer with enough RAM to hold all of the triggers.



None.

Apr 21 2011, 10:38 pm DevliN Post #2

OVERWATCH STATUS GO

Quote from Sacrieur
Now build a GPU that controls the minimap. Each matrix square on the real map will represent a pixel, a 256x256 map has a resolution of 256x256. Use the plethora of players to represent colors.
Isn't the location limit 255?

Also this had been discussed years ago, but nothing really came of it.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Apr 21 2011, 10:53 pm Sacrieur Post #3

Still Napping

Quote from DevliN
Isn't the location limit 255?

Also this had been discussed years ago, but nothing really came of it.

I tried a search, but it seems I can't. Anyway, yes, but you can use a scanning system. To make use of 255 locations you'll have split the map into areas (probably 64, which means 8 pixels per area). A grid system can then make changes to each of the areas pixels.



None.

Apr 21 2011, 11:05 pm DevliN Post #4

OVERWATCH STATUS GO

http://www.staredit.net/?p=search for future reference.

That many grids seems like it would prevent the "images" on the minimap from being fluid. :/



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Apr 21 2011, 11:37 pm Sacrieur Post #5

Still Napping

Quote from DevliN
http://www.staredit.net/?p=search for future reference.

That many grids seems like it would prevent the "images" on the minimap from being fluid. :/

Yes, your capacity would be limited to 12 frames per second.



None.

Apr 21 2011, 11:37 pm Lanthanide Post #6



Actually the minimap only has a resolution of 128x128. When you run a 256x256 map, half of the tiles are not drawn. That is why I didn't move DS Night Fixed from 128x128 to 192 or other larger sizes.



None.

Apr 21 2011, 11:38 pm CecilSunkure Post #7



This has all been discussed before, but nobody has done anything with it. So if you want to be spectacular go and make the map yourself instead of talking about it.



None.

Apr 22 2011, 12:42 am Decency Post #8



Tuxedo-Templar made a calculator out of this if I recall correctly.



None.

Apr 22 2011, 3:14 pm Sacrieur Post #9

Still Napping

Quote from CecilSunkure
This has all been discussed before, but nobody has done anything with it. So if you want to be spectacular go and make the map yourself instead of talking about it.

I have and idea for a graphing calculator, right now various methods are going over in my head.



None.

Apr 22 2011, 5:56 pm Kaias Post #10



Lethal_Illusion and I had actually worked out the framework for a 2 Player 3D shooter, dividing the minimap in half for display for each player- similar to what you're suggesting- 2.5 years ago. We decided not to pursue it further than that, as it wasn't really worthy of our time compared to other projects we had planned.

And iirc, the minimap updates much slower than the 12 frames a second, giving you both a low framerate and low resolution.



None.

Apr 22 2011, 6:41 pm FoxWolf1 Post #11



Quote from Kaias
And iirc, the minimap updates much slower than the 12 frames a second, giving you both a low framerate and low resolution.

Thinking back to the original discussion of this idea many years ago, the above was given as the main reason why minimap games/movies were not viable. Also, keep in mind that in addition to having an extremely low resolution and framerate, your color depth will also be rather poor...



None.

Apr 22 2011, 6:49 pm Ahli Post #12

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Minimap updates way slower that 12 times per second. It's more like once or twice per second or even slower.
But you can hold down the TAB key to force updates, but you would have the black -> terraincolor flickering.

Without holding TAB down it is way to slow to do anything that depends on a faster reaction.

ALSO:
I'm not sure if you can have infinite triggers. At least you can't do infinite triggers with scmdraft.
Saving crashes the game, if you have 65535 triggers or more. I've hit that limit with an insane, canceled project. :)
Btw, min map size with that amound of triggers: 2mb.

edit:
So, you can display 4 colors per pixel and saving doesn't work anymore... great.
I forgot the unit limit. So you would work with 1600 to 1700 pixels.
-> 40x40 pixel resolution with 8 colors (one of them is bright green) is ok?

edit:
a better method of using the minimap is showing some digits like I did in my Starcraft Maul Defense map.
There is a huge number in the middle of the minimap displaying your lives. It doesn't updated very accurate, too.

Post has been edited 1 time(s), last time on Apr 22 2011, 6:56 pm by Ahli.




Apr 22 2011, 7:20 pm DevliN Post #13

OVERWATCH STATUS GO

For Monopoly I also used the minimap to display dice rolls. I think it was common for level-up bounds to use it to display numbers, too.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Apr 28 2011, 4:33 am Heinermann Post #14

SDE, BWAPI owner, hacker.

Keep in mind the most units you can have on a map at a time is 1700.
If you have an array of 4x3 buildings on a 128x128 map you'll hit 1344 units.

I think players 9-12 show the correct color on the minimap, but not in the game, giving you a pool of 13 colors.
1-12) 12 Player colors, one being highlighted to identify the current player.
13) Terrain default (assuming black/null/dark/something).

14?) Terrain creep color?




Apr 28 2011, 8:07 am Wormer Post #15



Oh cmon, please... This is talk about nothing :|



Some.

May 5 2011, 9:51 am Sacrieur Post #16

Still Napping

Quote from Wormer
Oh cmon, please... This is talk about nothing :|

*grins*

I found an application for logic gates in trigger-based AI... Effectively using flowcharts to determine action.



None.

May 5 2011, 5:48 pm Wormer Post #17



Quote from Sacrieur
I found an application for logic gates in trigger-based AI... Effectively using flowcharts to determine action.
Gratz, but this topic isn't about applicatioin *of* logic gates in trigger-based AI. Also, don't call random flowcharts a logic gate circuit, which has an appointed meaning.



Some.

May 5 2011, 8:42 pm Sacrieur Post #18

Still Napping

Quote from Wormer
Quote from Sacrieur
I found an application for logic gates in trigger-based AI... Effectively using flowcharts to determine action.
Gratz, but this topic isn't about applicatioin *of* logic gates in trigger-based AI. Also, don't call random flowcharts a logic gate circuit, which has an appointed meaning.

So XNOR has no application in a flowchart? And the topic says logic gates in SC =P. I figured I would just post on this thread rather than make another thread.



None.

May 7 2011, 4:06 am Kaias Post #19



Quote from Sacrieur
Quote from Wormer
Quote from Sacrieur
I found an application for logic gates in trigger-based AI... Effectively using flowcharts to determine action.
Gratz, but this topic isn't about applicatioin *of* logic gates in trigger-based AI. Also, don't call random flowcharts a logic gate circuit, which has an appointed meaning.

So XNOR has no application in a flowchart? And the topic says logic gates in SC =P. I figured I would just post on this thread rather than make another thread.
Wormer is right- these aren't circuits and logic gates, and posing basic trigger logic as some sort of newfangled logic gate system is ineffectual. I don't mean to be excessively harsh here, but, what's the point of this thread?



None.

May 7 2011, 5:17 am ClansAreForGays Post #20



Quote from Kaias
Lethal_Illusion and I had actually worked out the framework for a 2 Player 3D shooter, dividing the minimap in half for display for each player- similar to what you're suggesting- 2.5 years ago. We decided not to pursue it further than that, as it wasn't really worthy of our time compared to other projects we had planned.

And iirc, the minimap updates much slower than the 12 frames a second, giving you both a low framerate and low resolution.
So how much of that epic you+lethal map did you get done? I'll take it off your hands.

And I'm talking about the last stand RPG contest thing.




Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
[2024-5-04. : 1:05 am]
Vrael -- that's better
[2024-5-04. : 12:39 am]
NudeRaider -- can confirm, Vrael is a total madman
[2024-5-03. : 10:18 pm]
Vrael -- who says I'm not a total madman?
[2024-5-03. : 2:26 pm]
UndeadStar -- Vrael, since the ad messages get removed, you look like a total madman for someone that come late
[2024-5-02. : 1:19 pm]
Vrael -- IM GONNA MANUFACTURE SOME SPORTBALL EQUIPMENT WHERE THE SUN DONT SHINE BOY
[2024-5-02. : 1:35 am]
Ultraviolet -- Vrael
Vrael shouted: NEED SOME SPORTBALL> WE GOT YOUR SPORTBALL EQUIPMENT MANUFACTURING
Gonna put deez sportballs in your mouth
[2024-5-01. : 1:24 pm]
Vrael -- NEED SOME SPORTBALL> WE GOT YOUR SPORTBALL EQUIPMENT MANUFACTURING
[2024-4-30. : 5:08 pm]
Oh_Man -- https://youtu.be/lGxUOgfmUCQ
Please log in to shout.


Members Online: Oh_Man