Re: Nath-project
Posted: Sun Jan 20, 2019 9:56 pm
I try to avoid js like the plague.
But I'm still surprised that a language that isn't even fully compiled (yet oo-ish) survived that long (at least in browsers it's a big thing). But I still think it's a rather odd choice for a game engine.
My engine currently get 30 k nodes per second with a single core of my really cheap desktop. But I think it's likely due to the crappy eval function.
I think on Brandubh one might get a away with a crappy eval function, since the board is so small one can brute force a lot. I'm way more interested in Copenhagen Hnefatafl. I'd be happy to implement some C stuff if one wants to work with me, but apparently I just suck at the eval function. Yet a reasonable eval for Copenhagen is likely much different from one for Brandubh.
If you are interested in Copenhagen in the future, it might be interesting to compare notes about the eval function. And good luck with your project!
But I'm still surprised that a language that isn't even fully compiled (yet oo-ish) survived that long (at least in browsers it's a big thing). But I still think it's a rather odd choice for a game engine.
My engine currently get 30 k nodes per second with a single core of my really cheap desktop. But I think it's likely due to the crappy eval function.
I think on Brandubh one might get a away with a crappy eval function, since the board is so small one can brute force a lot. I'm way more interested in Copenhagen Hnefatafl. I'd be happy to implement some C stuff if one wants to work with me, but apparently I just suck at the eval function. Yet a reasonable eval for Copenhagen is likely much different from one for Brandubh.
If you are interested in Copenhagen in the future, it might be interesting to compare notes about the eval function. And good luck with your project!