Sorry it's been so long people. Had lots of homework lately.
Anyway, I'm curious to hear what you guys think about this. I need an idea. The drawing sequence is LONG. Much longer than I would like it to be. Here's what happens during the drawing sequence:
Randomizer- 3 seconds
The 3 second delay is controllable and intentional. This delay controls the input. If the input is too long, or comes in multiple pulses, it can draw multiple cards, which, obviously, can mess up the system.
Decoder - Up to 8 ticks
Not a big deal. 8 ticks is the longest possible wait time. On top of this, because the randomizer is 6 bit(64) and I only need 52, that means there is a 19%(12/64) chance that no card will be drawn. In this case, the system sends a signal(About 4 ticks) back to the randomizer to re-draw.
Card selector- 11 ticks.
Selects a card, passes the signal into RAM and dispenses 2 item.Cards. The signal to RAM is fast enough that it isn't a concern in speed since it happens at the same time the cards are being manipulated. The signal is held in RAM until it is saved.
If the card has already been chosen, the signal is passed on, which takes another 7 ticks. This is compounded. So every passed on card takes another 7 ticks. This doesn't happen often.
Based on how many cards have been drawn, there is a possibility that, at this point, another card cannot be drawn. In this case, it will revert back to the randomizer once again to re-draw. This is a very small probability.
(The probability is quite difficult to calculate, but the absolute WORST case scenario is close to this: 0% 1st card, 0.9% 2nd card, 1.2% 3rd, I think the formula is something along the lines of this: ((n-1)/(n*52))*100. n being the number of total cards that have been drawn previously. This is only accurate if every single card chosen has been the 'highest' non-ace card.)
Card dispenser- 11 ticks
Yay! Something that doesn't reset! Straight forward- this dispenses 2 cards. One for memory, one for the player.
Card carry- Up to 23 seconds
Water current- Max 9 seconds.
Item elevator- 5 seconds.
Water current- About 7 seconds.
Player selector(Who receives the card)- 1.5 seconds.
Bussing - 12 ticks
Delay- 4 seconds(Removed)
Player rotation circuit 8+(7xN) N = number of cards specific player had.
RAM storage 11 ticks
Re-draw bussing- 16 ticks
Once the RAM has been saved, it sends a signal back down to the randomizer to select a new card.
Total: 37.1 seconds. Per card.
That's bad.
Now. Obviously the thing that takes the most time is waiting for the card to move around and go to the place it needs to go.
Here's one option I can think of:
Cut the signal off at the card drawing sequence. As soon as a card is drawn, it is saved to RAM and that causes a new card to be drawn.
Time reduction: Could potentially reduce time down to 10 seconds per card.
Possible bugs: Might cause cards to go to the wrong player. (Severe)
Might skip players(Moderate)Neither of these are guaranteed. Possible fixes for these things would be to allow the card circuit to be 1 ahead of the card selection. This would slow it down again, but hopefully not by much since these two functions would act slightly independent of each other.
Anybody have any other ideas?
Rollback Post to RevisionRollBack
Want to see awesome Redstone creations? Poker v2
Follow me here as I build Poker!
Sorry it's been so long people. Had lots of homework lately.
Anyway, I'm curious to hear what you guys think about this. I need an idea. The drawing sequence is LONG. Much longer than I would like it to be. Here's what happens during the drawing sequence:
Randomizer- 3 seconds
The 3 second delay is controllable and intentional. This delay controls the input. If the input is too long, or comes in multiple pulses, it can draw multiple cards, which, obviously, can mess up the system.
Decoder - Up to 8 ticks
Not a big deal. 8 ticks is the longest possible wait time. On top of this, because the randomizer is 6 bit(64) and I only need 52, that means there is a 19%(12/64) chance that no card will be drawn. In this case, the system sends a signal(About 4 ticks) back to the randomizer to re-draw.
Card selector- 11 ticks.
Selects a card, passes the signal into RAM and dispenses 2 item.Cards. The signal to RAM is fast enough that it isn't a concern in speed since it happens at the same time the cards are being manipulated. The signal is held in RAM until it is saved.
If the card has already been chosen, the signal is passed on, which takes another 7 ticks. This is compounded. So every passed on card takes another 7 ticks. This doesn't happen often.
Based on how many cards have been drawn, there is a possibility that, at this point, another card cannot be drawn. In this case, it will revert back to the randomizer once again to re-draw. This is a very small probability.
(The probability is quite difficult to calculate, but the absolute WORST case scenario is close to this: 0% 1st card, 0.9% 2nd card, 1.2% 3rd, I think the formula is something along the lines of this: ((n-1)/(n*52))*100. n being the number of total cards that have been drawn previously. This is only accurate if every single card chosen has been the 'highest' non-ace card.)
Card dispenser- 11 ticks
Yay! Something that doesn't reset! Straight forward- this dispenses 2 cards. One for memory, one for the player.
Card carry- Up to 23 seconds
Water current- Max 9 seconds.
Item elevator- 5 seconds.
Water current- About 7 seconds.
Player selector(Who receives the card)- 1.5 seconds.
Bussing - 12 ticks
Delay- 4 seconds(Removed)
Player rotation circuit 8+(7xN) N = number of cards specific player had.
RAM storage 11 ticks
Re-draw bussing- 16 ticks
Once the RAM has been saved, it sends a signal back down to the randomizer to select a new card.
Total: 37.1 seconds. Per card.
That's bad.
Now. Obviously the thing that takes the most time is waiting for the card to move around and go to the place it needs to go.
Here's one option I can think of:
Cut the signal off at the card drawing sequence. As soon as a card is drawn, it is saved to RAM and that causes a new card to be drawn.
Time reduction: Could potentially reduce time down to 10 seconds per card.
Possible bugs: Might cause cards to go to the wrong player. (Severe)
Might skip players(Moderate)Neither of these are guaranteed. Possible fixes for these things would be to allow the card circuit to be 1 ahead of the card selection. This would slow it down again, but hopefully not by much since these two functions would act slightly independent of each other.
you obviously have some talent with redstone. It would be an honor for you to join us fellow redstone entusiasts at mc.openredstone.org . We do require a certain level to get in, but it seems you have surpassed it. Many youtubers with 2,000+ subscribers work on this server. Think about it!
Hey people! Not sure if anybody is still around here or checking this out- obviously I stopped working on this. Life got in the way and I ran out of time. At some point, my computer crashed and took along all of the data it had... Which means Poker v2, as well. I may one day restart and pick it back up, but that is assuming I manage to find the time to relearn and do this all again. I'm sorry to all of those who were looking forward to this!
Rollback Post to RevisionRollBack
Want to see awesome Redstone creations? Poker v2
Follow me here as I build Poker!
Me too.
Anyway, I'm curious to hear what you guys think about this. I need an idea. The drawing sequence is LONG. Much longer than I would like it to be. Here's what happens during the drawing sequence:
If the card has already been chosen, the signal is passed on, which takes another 7 ticks. This is compounded. So every passed on card takes another 7 ticks. This doesn't happen often.
Based on how many cards have been drawn, there is a possibility that, at this point, another card cannot be drawn. In this case, it will revert back to the randomizer once again to re-draw. This is a very small probability.
(The probability is quite difficult to calculate, but the absolute WORST case scenario is close to this: 0% 1st card, 0.9% 2nd card, 1.2% 3rd, I think the formula is something along the lines of this: ((n-1)/(n*52))*100. n being the number of total cards that have been drawn previously. This is only accurate if every single card chosen has been the 'highest' non-ace card.)
Item elevator- 5 seconds.
Water current- About 7 seconds.
Player selector(Who receives the card)- 1.5 seconds.
Delay- 4 seconds(Removed)Total: 37.1 seconds. Per card.
That's bad.
Now. Obviously the thing that takes the most time is waiting for the card to move around and go to the place it needs to go.
Here's one option I can think of:
Cut the signal off at the card drawing sequence. As soon as a card is drawn, it is saved to RAM and that causes a new card to be drawn.
Time reduction: Could potentially reduce time down to 10 seconds per card.
Possible bugs: Might cause cards to go to the wrong player. (Severe)
Might skip players(Moderate)Neither of these are guaranteed. Possible fixes for these things would be to allow the card circuit to be 1 ahead of the card selection. This would slow it down again, but hopefully not by much since these two functions would act slightly independent of each other.
Anybody have any other ideas?
Poker v2
Follow me here as I build Poker!
No idea youre much smarter than me!
Poker v2
Follow me here as I build Poker!