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Playdate Game Zero Zero: Perfect Stop

play.date

41–50 of 53 posts

Re: Playdate Game Zero Zero: Perfect Stop

#41
post #39
post #37

Earlier quoted context omitted.

I'll answer just in case you're actually interested in having a conversation. All of the scoreboard info can be found in the API docs: https://help.play.date/catalog-developer/scoreboard-api/ Don't want scoreboards? Don't connect to wifi. It baffles me that someone would be paranoid about this.

Presumably you need to be connected to wifi to obtain games, so that's not a great answer. I also found the scoreboards surprising. I wouldn't expect a Gameboy-like device to be reporting things back to a server. I don't have any particular privacy concerns about it myself, but it is surprising, and I can see why people might object. It also seems to contradict their privacy policy ( https://panic.com/privacy/ ): Pan…

Given the context around that line, I interpret that as applying to their actual Mac applications that deal with usernames/password/hostnames, especially since the sentence that precedes that is

> Except as described above

And further up there is a carve-out for Playdate logging.

They also don't really need to send out your username for the API call -- they already know who you are because your device is tied to your account.

I do find it surprising that there is no way to not participate in leaderboards.

Re: Playdate Game Zero Zero: Perfect Stop

#42
post #40
post #39

Earlier quoted context omitted.

Presumably you need to be connected to wifi to obtain games, so that's not a great answer. I also found the scoreboards surprising. I wouldn't expect a Gameboy-like device to be reporting things back to a server. I don't have any particular privacy concerns about it myself, but it is surprising, and I can see why people might object. It also seems to contradict their privacy policy ( https://panic.com/privacy/ ): Pan…

> Presumably you need to be connected to wifi to obtain games Not only that, but the API link provided by the author specifies that scores are stored in the device if Wifi is offline and uploaded later, so aparently, there's no way to block uploading unless the device is hard-reset (is that even possible?) before connecting to Wifi to get another game. The only good thing I see is that the score board is not mandator…

You might want to read the Usage Analytics section of their privacy policy.

https://panic.com/privacy/

Re: Playdate Game Zero Zero: Perfect Stop

#43
post #38
post #37

Earlier quoted context omitted.

I'll answer just in case you're actually interested in having a conversation. All of the scoreboard info can be found in the API docs: https://help.play.date/catalog-developer/scoreboard-api/ Don't want scoreboards? Don't connect to wifi. It baffles me that someone would be paranoid about this.

I really am interested and it baffles me that nobody else has privacy as a priority in their life, but down-voted my question instead. playdate.scoreboards.addScore sends just the rank, player and value data, or is there a device ID added in the background? If not, how do they prevent spamming/cheating? Is player value user-defined? For this game only or all games on the device? Is it sent with https or just http? Th…

You read that wrong. What you're referring to is the response you get from the server in the form of callback parameters. The function signature is

    playdate.scoreboards.addScore(boardID, value, callback)
So you only send the boardID and the score. You get the player name back as part of the callback.

Re: Playdate Game Zero Zero: Perfect Stop

#44
post #38
post #37

Earlier quoted context omitted.

I'll answer just in case you're actually interested in having a conversation. All of the scoreboard info can be found in the API docs: https://help.play.date/catalog-developer/scoreboard-api/ Don't want scoreboards? Don't connect to wifi. It baffles me that someone would be paranoid about this.

I really am interested and it baffles me that nobody else has privacy as a priority in their life, but down-voted my question instead. playdate.scoreboards.addScore sends just the rank, player and value data, or is there a device ID added in the background? If not, how do they prevent spamming/cheating? Is player value user-defined? For this game only or all games on the device? Is it sent with https or just http? Th…

You are probably being downvoted for derailing. This is a post about a particular game, but this thread is turning into an ideological battle unrelated to the game. Discussions regarding people's priorities and privacy concerns would be better off as a separate post.

Re: Playdate Game Zero Zero: Perfect Stop

#45
post #38

Earlier quoted context omitted.

I really am interested and it baffles me that nobody else has privacy as a priority in their life, but down-voted my question instead. playdate.scoreboards.addScore sends just the rank, player and value data, or is there a device ID added in the background? If not, how do they prevent spamming/cheating? Is player value user-defined? For this game only or all games on the device? Is it sent with https or just http? Th…

You are probably being downvoted for derailing. This is a post about a particular game, but this thread is turning into an ideological battle unrelated to the game. Discussions regarding people's priorities and privacy concerns would be better off as a separate post.

Oh. Ok. I'll keep that in mind next time.

Re: Playdate Game Zero Zero: Perfect Stop

#46
post #14

Many, many years ago (20+ eek) I worked on a 3D simulator for the New York Subway (even though we were based near London, UK). They were upgrading it from the legacy video based system to an interactive 3D sim. There was something deeply fulfilling about having the legacy videos running side by side with the realtime 3D view and having them almost perfectly in sync. We were running on inhouse designed and built, indu…

Was this for internal training purposes, or was it ever released publicly?

Re: Playdate Game Zero Zero: Perfect Stop

#47
post #46
post #14

Many, many years ago (20+ eek) I worked on a 3D simulator for the New York Subway (even though we were based near London, UK). They were upgrading it from the legacy video based system to an interactive 3D sim. There was something deeply fulfilling about having the legacy videos running side by side with the realtime 3D view and having them almost perfectly in sync. We were running on inhouse designed and built, indu…

Was this for internal training purposes, or was it ever released publicly?

I was also interested, but according to MTA Train Operators the computer that runs it is often out of service, and some who did felt it required a very exact placement:

https://old.reddit.com/r/nycrail/comments/1ezw72n/does_mta_h...

Re: Playdate Game Zero Zero: Perfect Stop

#48
post #47
post #46

Earlier quoted context omitted.

Was this for internal training purposes, or was it ever released publicly?

I was also interested, but according to MTA Train Operators the computer that runs it is often out of service, and some who did felt it required a very exact placement: https://old.reddit.com/r/nycrail/comments/1ezw72n/does_mta_h...

Interesting. It's a shame there's no images or more info. I never saw the sim deployed, so I'd love to see if what they were discussing was the same I'd worked on.

For the previous question, it was an internal training sim, not public.

Re: Playdate Game Zero Zero: Perfect Stop

#49
post #30

Earlier quoted context omitted.

That's exactly right. The issue I ran into is that the Playdate's CPU doesn't have a lot of juice, and spends a lot of time every frame just filling the screen. There's no specialized blitting hardware or GPU. Hence realtime sprite scaling is not feasible. I tried making some pre-scaled sprites, and the ROM footprint had to be pretty large to afford enough size steps for reasonably smooth motion as the train moved pa…

> Hence realtime sprite scaling is not feasible. Playdate got STM32F746 (ARM Cortex-M7F) at 180 MHz. 320 kB SRAM (and 16 MB of other RAM, maybe PSRAM?). DSP and saturation instructions are included. The display is 400x240 1bpp. Surely that's more than enough juice for sprite scaling? (Might need to copy graphics data to SRAM and even to do it in tiles for better performance.) Although your video based implementation…

I double dog dare you to port doom

Re: Playdate Game Zero Zero: Perfect Stop

#50

Earlier quoted context omitted.

You draw the 2D projection of 3D objects manually instead of drawing 3D geometry and the hardware draws the 2D projection to the screen. The other is the gameplay is a video of a 3D scene that has been prerendered on a more powerful machine.

That's exactly right. The issue I ran into is that the Playdate's CPU doesn't have a lot of juice, and spends a lot of time every frame just filling the screen. There's no specialized blitting hardware or GPU. Hence realtime sprite scaling is not feasible. I tried making some pre-scaled sprites, and the ROM footprint had to be pretty large to afford enough size steps for reasonably smooth motion as the train moved pa…

I'm impressed the video fits!
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