Android - Placing random game configurations - part 2
For randomly generated tree, now the placement of tree algorithm works after porting to java, patching, simplifying the routines. Interestingly, the original algorithm's base reference point is zero coordinate, and in my situation it could be any suitable point in the surface. So depending on the surface resolution in pixels, it is possible that some of the random trees can not be placed unless it dynamically adjust the edge lengths and base reference points. Since we know the bounds of the surface geometry, it was not very hard to adjust ( if it is possible to adjust !), and that seems to be working after I plugged in a wrapper to the placement algorithm.
In a short while I should be getting back to the basics of the game formulation...
For now, I was able to bootstrap the Android on Openmoko's free runner phone. But I'm still working for a solution to connect to the device from my development environment. Once I get the device to talking to Eclipse IDE and/or adb android tools, I should be fine for my basic steps. Next I will have to venture the land of DBoard, which is the debug board for the phone. Most of the android stuff could be debugged or poked around using ADB and/or Eclipse. Linux kernel debugging, booting etc., will need the DBoard.
On the application side, I've quite a bit of improvements. Now I can place multiple trees in the canvas. I need bit more data structures to implement the rest of the game engine. Once that is there, I should be able to play against the computer. Hope to win some intermediate level games. By the way, games are structured in three levels: Beginner, Intermediate, and Advance level. The combinatorial explosion even with 30 to 40 nodes with random edges between them would make, at least my head to spin.
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