totologic.blogspot.com
Totologic: Maze generation in 3D
http://totologic.blogspot.com/2013/04/maze-generation-in-3d.html
Tuesday, April 9, 2013. Maze generation in 3D. An example of maze generation in 3D. Click on "explore 3D" to build a maze and then navigate inside by pushing the arrows of your keyboard :. The maze generation algorithm is the same I previously illustrated. On the blog. Then I use the cells informations (full or empty) in order to build the relevant 3D world. I have 5 pre-built 3D meshes (done in 3D Studio Max) :. At last, some physics are used. I use Box2D. January 12, 2015 at 2:08 PM. Incremental constr...
totologic.blogspot.com
Totologic: Doubly connected edge list implementation
http://totologic.blogspot.com/2013/11/core-quad-edge-implementation-explained.html
Tuesday, November 12, 2013. Doubly connected edge list implementation. If you are interested by the half-edge or curious about sophisticated data structures, this post is for you. I know it is very difficult for people new in the field of computational geometry. To find relevant informations about implementation of half-edge structure, so I will try to explain the concepts very carefully. First, what is the motivation behind the use of half-edge? Maybe you already know data structures like linked-list.
totologic.blogspot.com
Totologic: Introducing Daedalus Lib
http://totologic.blogspot.com/2013/12/introducing-daedalus-lib_19.html
Friday, September 12, 2014. Daedalus is a library I develop. It manages 2D environment modeling and pathfinding. I really hope this library will help designers and developers to invent new gameplays. When I began to code Daedalus, I had many ideas in mind:. 1- focus on 2D. 2- fastness and accuracy. 3- simplicity of use. 1- Why focus only on 2D and not on 3D? Fully Dynamic Constrained Delaunay Triangulation. By Kallmann, Bieri and Thalmann. An improved incremental algorithm for constructing. 3- For simpli...
totologic.blogspot.com
Totologic: Toto2DEngine : demos and sources
http://totologic.blogspot.com/2015/05/toto2dengine-demos-and-sources.html
Friday, May 8, 2015. Toto2DEngine : demos and sources. Toto2DEngine is a convenient C API to program 2D GPU accelerated graphics on the Raspberry PI. You can watch some demos:. The code source is available as alpha release:. Subscribe to: Post Comments (Atom). Dynamic pathfinding in dynamic environment. Marble GP game proto. 61 Cygni - game proto. Accurate point in triangle test. Chinese checkers best opening moves. Maze generation in 3D. Doubly connected edge list implementation. View my complete profile.
totologic.blogspot.com
Totologic: Doraemon into Unity3D !
http://totologic.blogspot.com/2013/07/doraemon-into-unity3d.html
Friday, July 5, 2013. Do you know Doraemon. If no, and if you like 2D cartoon animation, you must discover this series, knowing that you can find a lot of resources on Youtube. If yes, maybe you will be happy to now that I did a little demo playable online here! Click in the game below, and then control Doraemon using LEFT/RIGHT arrows and SPACE of your keyboard:. So what are the features of this demo? First, I used Unity3D. Then I would answer that Unity is so powerful! Second, I built my own graphicals...
totologic.blogspot.com
Totologic: 61 Cygni - Game prototype
http://totologic.blogspot.com/2014/11/61-cygni.html
Tuesday, November 25, 2014. 61 Cygni - Game prototype. I hope you will enjoy this new prototype. I built it in 2 months. I used Box2D. For physics. I used musics from Super Metroid. And sounds from Doom PS1. I used Daedalus Lib. To triangulate automatically the entire level. It made things fast and easy for pathfinding, fast bullet collision detection and fog of war. A great save of time allowing me to focus deeply on gameplay. Click below to play the game (fullscreen mode). December 29, 2014 at 2:42 PM.
totologic.blogspot.com
Totologic: Triangulated circular maze generation
http://totologic.blogspot.com/2014/09/triangulated-circular-maze-generation.html
Saturday, September 20, 2014. Triangulated circular maze generation. Always in the way to find new ways to proceduraly build dungeons and mazes, here the circular maze. You can find many demos on internet showing circular maze generation, but my own is original and has many benefits:. It is triangulated with Daedalus Lib. So pathfinding can be used directly. It has several parameters. But more than words, there is a playable demo :. Button allows you to generate new mazes very easily. March 3, 2015 at 4:...
totologic.blogspot.com
Totologic: Chinese checkers best opening moves
http://totologic.blogspot.com/2013/06/chinese-checkers-best-opening-moves.html
Monday, June 10, 2013. Chinese checkers best opening moves. If you are a chinese checkers player, I am sure you already ask yourself what is the best opening moves you can do. Trying to answer this question, I wrote an algorithm that found what we could call the best 5 starting moves! Here are the moves:. To better understand why these moves are interesting, let's see how my algorithm work. The algorithm just focus on the first player moves and his basis is a depth first search. The question now I ask my...
totologic.blogspot.com
Totologic: Chinese checkers on a spherical board
http://totologic.blogspot.com/2013/10/chinese-checkers-on-spherical-board.html
Tuesday, October 15, 2013. Chinese checkers on a spherical board. Do you like board games? Do you like to experiment new game concepts? If you answered yes to one of these questions, I think you will appreciate this article. Indeed, here I offer you a variation of the chinese checkers game. on a spherical board! This was already done for chess, but I think it is the first time for chinese checkers. So, just stop to speak now and have a game. Then I built my game code following a very simple MVC pattern.
totologic.blogspot.com
Totologic: Incremental constrained Delaunay triangulation prototype
http://totologic.blogspot.com/2013/11/incremental-constrained-delaunay.html
Saturday, November 9, 2013. Incremental constrained Delaunay triangulation prototype. Is a huge subject and it can become very hard when we reach some refinements like constrained triangulation, incremental algorithm, quad-edge data structure. that are globally part of the computational geometry. But there are several applications and they can be very impressive. Of course my mind is focused on artificial intelligence and I think especially of the pathfinding through navigation mesh. Marble GP game proto.
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