How hard would it be to program Q1 vs Q2 sims, where Q2 has a different or lesser vocabulary? It would be interesting to see how much a difference not knowing 100% of the dictionary would be.
I used to program in Logo, but getting the turtle to pickup the tiles and move then around was too processor intensive. Zax PS I know this will never happen, but if I don't bang my head on opposite sides on the wall, I get a very lumpy and asymmetric head. --- On Wed, 9/9/09, John Fultz <[email protected]> wrote: From: John Fultz <[email protected]> Subject: Re: [quackle] Re: Next update? To: [email protected] Date: Wednesday, September 9, 2009, 1:37 PM I can't comment on what's improved in the current code base. I haven't been closely tracking commits. But as far as building under Windows, it's never been a mystery and has always been documented in the source code in README.Windows: http://quackle. cvs.sourceforge. net/viewvc/ quackle/quackle/ README.Windows? revisio n=1.3&view=markup The documented procedure uses completely free tools. I also have Quackle building with Visual Studio, but I haven't committed any of the project files for that, yet. Sincerely, John Fultz jfu...@wolfram. com On Wed, 09 Sep 2009 17:24:15 -0000, vekkus4 wrote: > I want one too. Most especially, simulation in the endgame doesn't seem > to make sense - for example it can show both players are winning 100% of > the time!!! My faulty memory recalls posts saying Quackle was double- > counting the tiles left in the rack, and posts saying people were looking > for it, but I never heard if they found it. > > I suspect people have home brew versions that are too much work to make > public for us windoze lusers :( Anyway if someone has made good progress > I would like to know, I could probably help out some (but I talk too > much). > > Instructions for compiling it in Windows would be great to have from > somewhere (XP is what I have). > > Kevin Leeds
