I took a break from the NES emulator because I started to get annoyed with some fussy texel/pixel alignment troubles with my scheme for rendering WPF content onto a texture. I'll do a 180 soon enough and get back on it. I threw the code together in a big hurry, and did lots of late night hacking to figure out how to make my idea workable. It really needs to be redone soup-to-nuts now that I've done 'proof of concept'.
In the meantime, I've started laying down the foundation for a decision tree I plan to use as the core of a chess engine. My goal with this is to exploit modern GPUs and see what it takes to parallelize, and maybe even polish up my endgame tactics. Chess is the goal, but I'll start with a game with a simpler ruleset - like checkers.
I plan to have the engine work entirely procedurally, and later add on a state-based mechanism to force moves in certain scenarios - which seems to be the key to an engine which plays not only a good game of chess, but an enjoyable one, rather than playing the same closed game over and over, which tends to be the case with 'lesser' chess computers.
I also started noodling with a tone/noise generator for Droid, hopefully something I can even commercialize for a few bucks. I'd actually really like to port over the sound code from my emulator, a well done chiptune player for droid would sell. Still just at the noodling stage, though.
Tuesday, January 5, 2010
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