> So I started on the onerous task of finding the last 17 locations. A French guy (Xalikah) who did the first, manually planned 100% speedrun of the game had a similar problem; he spent a few hours with a couple folks helping him check his map for obscure place names he was missing, and when he was at the last one, someone joked "99.81% speedrun," and people were suggesting he do a slow systematic scroll over the map…
> It's kinda wild that game worlds are now large enough that I haven't played Breath of the Wild yet, but eg Chrono Trigger has an enormous game world as well. Did they really get much bigger since?
Using Hilbert Curves to 100% Zelda
31–40 of 65 posts
Re: Using Hilbert Curves to 100% Zelda
#32Why is the Hilbert Curve any better in this situation than say lexicographical order on (x,y)?
Re: Using Hilbert Curves to 100% Zelda
#33Many databases nowadays contain functions to these operations (e.g. https://dev.mysql.com/doc/refman/5.7/en/spatial-analysis-fun...)
Re: Using Hilbert Curves to 100% Zelda
#34Re: Using Hilbert Curves to 100% Zelda
#35Earlier quoted context omitted.
Concorde is open source and I believe holds the record for largest instance of TSP solved optimally (85,900 cities): http://www.math.uwaterloo.ca/tsp/concorde.html Note that the licensing terms do restrict its free use to "academic research."
> Note that the licensing terms do restrict its free use to "academic research." Then it is not "open source" (violates "No Discrimination Against Fields of Endeavor") nor is it free software (violates the freedom to use for any purpose). It's proprietary -- just because the source code is available doesn't make something "open source" nor does it make it free software.
Re: Using Hilbert Curves to 100% Zelda
#36A Zelda game that depends on Google Maps. I'm getting old.
Re: Using Hilbert Curves to 100% Zelda
#37Re: Using Hilbert Curves to 100% Zelda
#38Earlier quoted context omitted.
So say you have a graph on distance, d, that you want to weight based on a preference, p, from 0-5 going from least preferred to most preferred. You might make your weight function as w(d, p) = d * (2 ^ p)
That's fine, but `p` is a variable, not a constant, in the original post's case, right?
Re: Using Hilbert Curves to 100% Zelda
#39excellent! i wonder if there are more algorithms that can be used in this game. binary search is an algorithm that can be easily done by a person (doesn't need a ton of iterations to locate result).
Re: Using Hilbert Curves to 100% Zelda
#40Except that this doesn't take into account elevation.
Elevation and the like would be more interesting to figure out what's the most efficient way to collect all Korok Seeds, for example, when the interesting point cloud isn't as sparse. But then you'd definitely want to view it as a TSP problem anyway.