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8 Jul 2024 06:09:24 EDT (-0400)
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From: David Buck
Subject: Re: 2048 game rendered with POVRay
Date: 31 Jul 2014 17:15:38
Message: <53dab1fa$1@news.povray.org>
On 2014-07-31 9:04 AM, scott wrote:
>> It's weird how the binary summation seems so natural.  Maybe I just do
>> WAY too
>> much computer stuff.
>
> Indeed, or immediately I saw the "8196" in the OP and thought "that's a
> typo" :-)

Indeed.  I hang my head in shame.  :-(

(I did get it right on the second occurrence of the number though)

A hex version of 2048 would be delightfully geeky - especially of the 
tiles were labeled 0x2, 0x4, 0x8, 0x10, 0x20, 0x40, 0x80, 0x100, etc.

David


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From: Jim Henderson
Subject: Re: 2048 game rendered with POVRay
Date: 3 Aug 2014 18:13:49
Message: <53deb41d$1@news.povray.org>
On Wed, 30 Jul 2014 08:34:57 +0100, scott wrote:

> What happens when you merge two 8192 tiles then? ;-)

16384, naturally. :)

I found an Android version that let me fiddle around until I had filled 
the grid to the maximum possible value - and the top end title showed a 
value of 131072.  I forget what the score was, but it isn't possible to 
go higher. :)

Jim



-- 
"I learned long ago, never to wrestle with a pig. You get dirty, and 
besides, the pig likes it." - George Bernard Shaw


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From: JPeak
Subject: Re: 2048 game rendered with POVRay
Date: 17 Apr 2015 20:50:03
Message: <web.5531a980b35468c8aa32923b0@news.povray.org>
David Buck <dav### [at] simberoncom> wrote:
> This picture is from a 2048 game I wrote in VisualWorks Smalltalk using
> POVRay to render the board and all the tiles.  POVRay rendered PNG files
> of the board and all tiles from 2 to 8196 which I then imported into the
> game as bitmaps.  The game is actually playable and the tiles slide into
> position with a small fireworks animation (using a 3D particle system)
> when they merge.  The text at the top for the score and messages like
> "You Won!" wasn't 3D rendered - it was just drawn as a standard text
> object.  The tile shadows are faked.  They are just a black shadow image
> rendered slightly below and to the right of a tile before the tile is
> drawn on top.  The Autoplay and Restart buttons were rendered directly
> onto the board using POVRay beveled text.  The values of the squares on
> this particular board were (obviously) manually constructed to show all
> tiles.  As you can imagine, it would be notoriously difficult to get
> this configuration with a real 2048 game.
>
> The auto-play feature achieves the 2048 tile in about 50% of the games
> it plays and occasionally (once or twice every ten runs) achieves 4096.
>   I've never seen it get an 8192 tile.
>
> I wrote this game as my entry in the Cincom Smalltalk 2048 contest but I
> plan to make a series of videos about how I wrote the game and rendered it.
>
> For those interested in trying the program, you can get it from:
>
>  http://www.simberon.com/downloads/Sim2048.exe
>
> Note, this is a Windows executable file but you have my word that it
> doesn't contain any viruses or malware.
>
> If you're interested in looking at the Smalltalk source code, drop me an
> e-mail and I can send you a link for it.
>
> Questions and comments welcome
> David (K) Buck
Hi John I am interested in looking at the source code for this.  I really want
to learn how to do this.  My email is jpe### [at] gmailcom Thanks!


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