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Byte GameMaker Magazin

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A member registered Nov 13, 2021 · View creator page →

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It's great that you're still working on it. I have tested your version. It crashes for me at a depth of 40.

ExecutedProcessWriteToStandardInput(global.pid, "go depth 40\n");

I'll get in touch with you via Discord when I get a chance.

fairy-stockfish was just an example. It was derived from Stockfish. I have tested it with several UCI engines, including all Stockfish versions from 12 to 16, Polyfish, Komodo Dragon and others. When exactly the crash occurs varies. This also depends on how the chess engine was compiled. With fairy-stockfish it runs reasonably stable at a depth of 12 half-moves. It "only" crashes every 100th game. But 12 half-moves is far too little to do anything sensible with it.

A buffer overflow was my first assumption. So I installed it in between so that after each move the engine is restarted, FEN is sent and global.output="" is set. Unfortunately, that didn't help. There were also problems because I change the engine in the middle of the game, but I solved that. Now it is called, I send FEN for every move, but it runs through.

My current guess is this: Greater depth means that the engine pauses at some point, so it doesn't send anything. I suspect that because the EXE is not responding, synchronization is lost.

If you give me another contact, Discord or mail, I can also send you screenshots or the current version. It's a pretty big project by now and it would be a shame if it were to fail.

Unfortunately there is a problem with StockfishChess. From a certain search depth (this varies depending on the UCI engine, settings, PC and position) it unfortunately crashes. With fairy-stockfish, for example, I get a depth of 13. At 14 it becomes unstable, from 15 it crashes in almost every position. As a result, this actually great extension for depth analyses (>24 plys, better 30) is unfortunately not usable. :-(

It would be great if you could fix the error.

Thanks for the feedback. "R" currently only works if you have died or completed all 5 levels. You have to shoot the blocks in level 2. Either with Ctrl or via Game Pad with the B-key. Alternatively you can press Enter on the keyboard.

This week there will be a small update.