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Building Street Fighter II in Ruby [video]

nikolay.rocks

11–20 of 39 posts

Re: Building Street Fighter II in Ruby [video]

#11

i would be more impressed if he coded this in sql.

Difficult to do with a language that isn't Turing complete.

It is though. You just write the results of a query back in the database in a loop (along with the current commands from the player).

Re: Building Street Fighter II in Ruby [video]

#14

Earlier quoted context omitted.

Difficult to do with a language that isn't Turing complete.

It is though. You just write the results of a query back in the database in a loop (along with the current commands from the player).

Also SQL variants are turing complete http://www.valuedlessons.com/2009/08/sql-is-now-turing-compl...

Re: Building Street Fighter II in Ruby [video]

#15

i would be more impressed if he coded this in sql.

Difficult to do with a language that isn't Turing complete.

You can at least make a raid 4 simulator in SQL: (from http://www.baarf.com/ ) http://www.miracleas.com/BAARF/raid.zip

Re: Building Street Fighter II in Ruby [video]

#17
Cool stuff! Coding attack sequences, combos and reading commands like quarter-circles is a fun exercise, too. You have to balance between precision and ease of use.

Interesting strategies arise when this glitches:

http://wiki.shoryuken.com/E._Honda_(ST)#Stored_Oicho (Street fighter 2)

Re: Building Street Fighter II in Ruby [video]

#19

Very cool and readable. For something even cooler (but less readable) here is SF alpha, in js: https://github.com/gamedev8/js-sfa (very faithful to the SF alpha game mechanics)

yeah i saw that one. it's alright. i'd do the sprites mapping in css with `clip` though :)
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