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Search - "geography"
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Me: Alright, let's code!
School: Psst. Hey.
Me: What?
School: Remember that assignment from last week?
Me: Oh god please no.
School: Yeah, it's tomorrow. And you have a Geography exam next Monday. You love geography, right?
Me: Please, no, I want to become a programmer, not a--
School: Shush... It's okay. Programming can wait. You want a to get a job, right? What would they say when they see your poor Geography?
Me: That doesn't even... Okay, fine, I'll do it...
* two days later *
Me: Fuck me! Finally! Let's do some coding now.
School: Psst. Hey.16 -
Dam'n it!
Tomorrow I have to know 80 rivers, islands and natural spaces in asia.
I'm like 25% trough and it sucks...16 -
Argh,
Today - you son of a bitch.
It all started with a 2 hour flight out of town for business, and I mean started as in I needed to be at the airport at 4:30am!
Despite 2 coffee's to get me out of bed I proceeded to indulge myself in the magic juice, 3 cups later and it felt like my heart belonged in a Grand Prix.
Now here is the sticky part, we where briefed that we would only be doing 2 site meetings and that was it.
Low and be hold it got worse, turns out that we would be pitching our product to 3 highly regarded CEO's, now bare in mind that my position on this trip is as the lead developer, and don't get me wrong I am well up to date on every aspect of the business, hence why they sent me.
So more coffee down the gullet, and eventually the conversation leads back to a project that I had developed to allow authorization of debit orders online, now usually I'm quite a well presented person in these types of situations, but you don't realize how quick this can change.
A quick jump to the geography of the location I was doing business. Johannesburg, South Africa - its as dry as hell, smoggy and at a very higher altitude "as in above sea level".
Now unfortunately none of the above factors where helping me much at all.
Now back to where I am being asked about my project, and never in my life have I tripped over my own words, I went completely blank, I'm surprised I didn't pass out to be honest.
Now despite the death stare and my colleague kicking me under the table, I am feeling pretty terrible, fortunately I had a kick ass team that was able to cover my ass!
Luckily I was able to recover ( 2 muffins and about 3 bottles of water later). We where able to salvage the meeting and it turned out pretty well, I regained my energy and we made it happen!
Must say the flight back was amazing! Almost empty and we all had a row of seats to ourselves, which resulted in some major comfort stretching!
Thanks for tolerating my essay, I'd love to hear if anyone has had anything of the sorts happen to them.2 -
We should start with demystifying tech...
For most people, modern phones, tablets and pcs are magical rectangles...
The law of Clarke says, that every sufficiently advanced technology is indistinguishable from magic.
And we have to tackle that.
In geography, we should talk about gps and glosnas
In English or foreign language lessons, we should speak about translator bots and language patters/abstractions
In physics, we have to understand the measurement devices
In politics, we have to speak about licenses of use, we have to speak about netneutrality as a political concept, we have to speak about snowden, shadow brokers, the vault, all the laws some shady imperial beauroticians pipe into our life.
Trojans used by the government and so on...
In cs concepts of operating systems, abstractions and networking should be taught, instead of using excel.
That could be done in math...
Well... No one should have to work with excel.
In maths they could use Wolfram alpha, rlang and gnupolt for example14 -
Everyone and their dog is making a game, so why can't I?
1. open world (check)
2. taking inspiration from metro and fallout (check)
3. on a map roughly the size of the u.s. (check)
So I thought what I'd do is pretend to be one of those deaf mutes. While also pretending to be a programmer. Sometimes you make believe
so hard that it comes true apparently.
For the main map I thought I'd automate laying down the base map before hand tweaking it. It's been a bit of a slog. Roughly 1 pixel per mile. (okay, 1973 by 1067). The u.s. is 3.1 million miles, this would work out to 2.1 million miles instead. Eh.
Wrote the script to filter out all the ocean pixels, based on the elevation map, and output the difference. Still had to edit around the shoreline but it sped things up a lot. Just attached the elevation map, because the actual one is an ugly cluster of death magenta to represent the ocean.
Consequence of filtering is, the shoreline is messy and not entirely representative of the u.s.
The preprocessing step also added a lot of in-land 'lakes' that don't exist in some areas, like death valley. Already expected that.
But the plus side is I now have map layers for both elevation and ecology biomes. Aligning them close enough so that the heightmap wasn't displaced, and didn't cut off the shoreline in the ecology layer (at export), was a royal pain, and as super finicky. But thankfully thats done.
Next step is to go through the ecology map, copy each key color, and write down the biome id, courtesy of the 2017 ecoregions project.
From there, I write down the primary landscape features (water, plants, trees, terrain roughness, etc), anything easy to convey.
Main thing I'm interested in is tree types, because those, as tiles, convey a lot more information about the hex terrain than anything else.
Once the biomes are marked, and the tree types are written, the next step is to assign a tile to each tree type, and each density level of mountains (flat, hills, mountains, snowcapped peaks, etc).
The reference ids, colors, and numbers on the map will simplify the process.
After that, I'll write an exporter with python, and dump to csv or another format.
Next steps are laying out the instances in the level editor, that'll act as the tiles in question.
Theres a few naive approaches:
Spawn all the relevant instances at startup, and load the corresponding tiles.
Or setup chunks of instances, enough to cover the camera, and a buffer surrounding the camera. As the camera moves, reconfigure the instances to match the streamed in tile data.
Instances here make sense, because if theres any simulation going on (and I'd like there to be), they can detect in event code, when they are in the invisible buffer around the camera but not yet visible, and be activated by the camera, or deactive themselves after leaving the camera and buffer's area.
The alternative is to let a global controller stream the data in, as a series of tile IDs, corresponding to the various tile sprites, and code global interaction like tile picking into a single event, which seems unwieldy and not at all manageable. I can see it turning into a giant switch case already.
So instances it is.
Actually, if I do 16^2 pixel chunks, it only works out to 124x68 chunks in all. A few thousand, mostly inactive chunks is pretty trivial, and simplifies spawning and serializing/deserializing.
All of this doesn't account for
* putting lakes back in that aren't present
* lots of islands and parts of shores that would typically have bays and parts that jut out, need reworked.
* great lakes need refinement and corrections
* elevation key map too blocky. Need a higher resolution one while reducing color count
This can be solved by introducing some noise into the elevations, varying say, within one standard div.
* mountains will still require refinement to individual state geography. Thats for later on
* shoreline is too smooth, and needs to be less straight-line and less blocky. less corners.
* rivers need added, not just large ones but smaller ones too
* available tree assets need to be matched, as best and fully as possible, to types of trees represented in biome data, so that even if I don't have an exact match, I can still place *something* thats native or looks close enough to what you would expect in a given biome.
Ponderosa pines vs white pines for example.
This also doesn't account for 1. major and minor roads, 2. artificial and natural attractions, 3. other major features people in any given state are familiar with. 4. named places, 5. infrastructure, 6. cities and buildings and towns.
Also I'm pretty sure I cut off part of florida.
Woops, sorry everglades.
Guess I'll just make it a death-zone from nuclear fallout.
Take that gators!5 -
-- This is my first rant so sorry if it's bad--
We have a nice project that I am working on that needs to store and interact with location data. It is a .NET Core API using Entity Framework Core to interact with the database. All good and well. Until today when I started working on the implementation of storing location data we retrieve from mobile devices.
SQL has a nice data type named: "Geography" which can store a location and do calculations on it with queries. Such as proximity and distance which is what we need.
But then it turns out that EntityFramework Core does not have support for the Spatial data types. even though version 6 did have Spatial support.
Then i found the following issue on GitHub: https://github.com/aspnet/...
Turns out this feature has been requested since 2014 and is even on the "High-priority" list and is still not implemented to this day. Even though in the issue many people are asking to have this implemented.
WHY IS THIS TAKING SO LONG MICROSOFT!!
So now i have to figure out how to work around this. But that is an issue for tomorrow.1 -
As a junior dev from a sysadmin and security background, this is a list of software development concepts I never seemed to truly understand but hope to(rated from most intimidating to least):
1) Frontend web development and all the huge world of javascript frameworks and tools. - It's more overwhelming than the political geography of the Holy Roman Empire in the Middle Ages.
2) Machine Learning, Deep Learning and A.I- too much math that fucks with my brain.
3) low-level programming(kernel,drivers) - sounds extremely interesting but the code in assembly/C/C++ looks like Linear A Minoan hieroglyphics.
4) Rx(insert language here) - I never get why it is useful or why someone invented this. Seems interesting though.
5) Code Reflection - sounds like Thelemic magick.
6) Packaging, automation, build tools, devops, CI, Testing -seems too complicated. I just want to run an executable at the client or make a web app that does something. Why all this process?6 -
Data wrangling is messy
I'm doing the vegetation maps for the game today, maybe rivers if it all goes smoothly.
I could probably do it by hand, but theres something like 60-70 ecoregions to chart,
each with their own species, both fauna and flora. And each has an elevation range its
found at in real life, so I want to use the heightmap to dictate that. Who has time for that? It's a lot of manual work.
And the night prior I'm thinking "oh this will be easy."
yeah, no.
(Also why does Devrant have to mangle my line breaks? -_-)
Laid out the requirements, how I could go about it, and the more I look the more involved
it gets.
So what I think I'll do is automate it. I already automated some of the map extraction, so
I don't see why I shouldn't just go the distance.
Also it means, later on, when I have access to better, higher resolution geographic data, updating it will be a smoother process. And even though I'm only interested in flora at the moment, theres no reason I can't reuse the same system to extract fauna information.
Of course in-game design there are some things you'll want to fudge. When the players are exploring outside the rockies in a mountainous area, maybe I still want to spawn the occasional mountain lion as a mid-tier enemy, even though our survivor might be outside the cats natural habitat. This could even be the prelude to a task you have to do, go take care of a dangerous
creature outside its normal hunting range. And who knows why it is there? Wild fire? Hunted by something *more* dangerous? Poaching? Maybe a nuke plant exploded and drove all the wildlife from an adjoining region?
who knows.
Having the extraction mostly automated goes a long way to updating those lists down the road.
But for now, flora.
For deciding plants and other features of the terrain what I can do is:
* rewrite pixeltile to take file names as input,
* along with a series of colors as a key (which are put into a SET to check each pixel against)
* input each region, one at a time, as the key, and the heightmap as the source image
* output only the region in the heightmap that corresponds to the ecoregion in the key.
* write a function to extract the palette from the outputted heightmap. (is this really needed?)
* arrange colors on the bottom or side of the image by hand, along with (in text) the elevation in feet for reference.
For automating this entire process I can go one step further:
* Do this entire process with the key colors I already snagged by hand, outputting region IDs as the file names.
* setup selenium
* selenium opens a link related to each elevation-map of a specific biome, and saves the text links
(so I dont have to hand-open them)
* I'll save the species and text by hand (assuming elevation data isn't listed)
* once I have a list of species and other details, to save them to csv, or json, or another format
* I save the list of species as csv or json or another format.
* then selenium opens this list, opens wikipedia for each, one at a time, and searches the text for elevation
* selenium saves out the species name (or an "unknown") for the species, and elevation, to a text file, along with the biome ID, and maybe the elevation code (from the heightmap) as a number or a color (probably a number, simplifies changing the heightmap later on)
Having done all this, I can start to assign species types, specific world tiles. The outputs for each region act as reference.
The only problem with the existing biome map (you can see it below, its ugly) is that it has a lot of "inbetween" colors. Theres a few things I can do here. I can treat those as a "mixing" between regions, dictating the chance of one biome's plants or the other's spawning. This seems a little complicated and dependent on a scraped together standard rather than actual data. So I'm thinking instead what I'll do is I'll implement biome transitions in code, which makes more sense, and decouples it from relying on the underlaying data. also prevents species and terrain from generating in say, towns on the borders of region, where certain plants or terrain features would be unnatural. Part of what makes an ecoregion unique is that geography has lead to relative isolation and evolutionary development of each region (usually thanks to mountains, rivers, and large impassible expanses like deserts).
Maybe I'll stuff it all into a giant bson file or maybe sqlite. Don't know yet.
As an entry level programmer I may not know what I'm doing, and I may be supposed to be looking for a job, but that won't stop me from procrastinating.
Data wrangling is fun.1 -
!rant
What did you do in life before you got into computers/development?
I was mostly a nolife gamer who could play video games 12 hours a day. I was also obsessed with History.
Loved also Philosophy, Politics, Theology, Geography, Biology, Arts and Literature.2 -
A-level results lads out tomorrow, got an A, B, B & C in Geography, Maths, Chemistry and Physics, think it'll be good enough for a CS degree at Edinburgh or Queens?6