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Brian Ramage is an award winning developer who has been making games for over 17 years. Keep up to date with big announcements - subscribe to our newsletter:

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DIESELWARS | blog.xixinteractive.com Reviews

https://blog.xixinteractive.com

Brian Ramage is an award winning developer who has been making games for over 17 years. Keep up to date with big announcements - subscribe to our newsletter:

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XIXBLOG • Posts Tagged ‘gaming’

http://blog.xixinteractive.com/tagged/gaming

Procedural City Road Generation pt 2. 800 bloody lines of code. That’s what it took to properly add bridges to my city road algorithm. That’s nearly double the code to produce the rest of the map including the water and writing it to disk! In my previous post. The basic algorithm for this is as follows:. 1) Pick a starting point on a path node (one of the 4 corners). 2) Test a path to one of the path nodes in each neighborhood node in the AABB tree. In any case, it’s 'good enough’ that I can ...It’...

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XIXBLOG • Posts Tagged ‘tactics’

http://blog.xixinteractive.com/tagged/tactics

Procedural City Road Generation pt 2. 800 bloody lines of code. That’s what it took to properly add bridges to my city road algorithm. That’s nearly double the code to produce the rest of the map including the water and writing it to disk! In my previous post. The basic algorithm for this is as follows:. 1) Pick a starting point on a path node (one of the 4 corners). 2) Test a path to one of the path nodes in each neighborhood node in the AABB tree. In any case, it’s 'good enough’ that I can ...It’...

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XIXBLOG • Procedural City Road Generation pt 2

http://blog.xixinteractive.com/post/110110524918/procedural-city-road-generation-pt-2

Procedural City Road Generation pt 2. 800 bloody lines of code. That’s what it took to properly add bridges to my city road algorithm. That’s nearly double the code to produce the rest of the map including the water and writing it to disk! In my previous post. The basic algorithm for this is as follows:. 1) Pick a starting point on a path node (one of the 4 corners). 2) Test a path to one of the path nodes in each neighborhood node in the AABB tree. In any case, it’s 'good enough’ that I can ...Brian Ram...

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XIXBLOG • Posts Tagged ‘dieselwars’

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Procedural City Road Generation pt 2. 800 bloody lines of code. That’s what it took to properly add bridges to my city road algorithm. That’s nearly double the code to produce the rest of the map including the water and writing it to disk! In my previous post. The basic algorithm for this is as follows:. 1) Pick a starting point on a path node (one of the 4 corners). 2) Test a path to one of the path nodes in each neighborhood node in the AABB tree. In any case, it’s 'good enough’ that I can ...It’...

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