redblobgames.com redblobgames.com

redblobgames.com

Red Blob Games 

I explore visual and interactive ways of explaining math and computer algorithms, especially those used in computer games. Whereas many MOOCs are exploring a classroom style of learning with videos and assignments, I’m instead exploring an on-demand style of learning single topics with text, hypertext, and interactive diagrams. I want to learn by. Intro to Graph Theory. Probability for RPG Damage. Noise functions and Map Generation. I’ve been curating game development articles since 1990. And tested thei...

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CONTACTS AT REDBLOBGAMES.COM

Amit Patel

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Amit Patel

Gandi, 63-●●●●●●●●●●rd Massena

(Gan●●●●aris , (Gandi) 75013

(Gandi) FR

(Gandi)●●●●●●●0377666
(Gandi)●●●●●●●3730576
c6●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●@contact.gandi.net

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Amit Patel

Gandi, 63-●●●●●●●●●●rd Massena

(Gan●●●●aris , (Gandi) 75013

(Gandi) FR

(Gandi)●●●●●●●0377666
(Gandi)●●●●●●●3730576
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Red Blob Games  | redblobgames.com Reviews
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I explore visual and interactive ways of explaining math and computer algorithms, especially those used in computer games. Whereas many MOOCs are exploring a classroom style of learning with videos and assignments, I’m instead exploring an on-demand style of learning single topics with text, hypertext, and interactive diagrams. I want to learn by. Intro to Graph Theory. Probability for RPG Damage. Noise functions and Map Generation. I’ve been curating game development articles since 1990. And tested thei...
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1 red blob games
2 from amit patel
3 redblobgames
4 playing with things
5 recent projects
6 introduction to a
7 tower defense pathfinding
8 hexagonal grid reference
9 2d visibility algorithm
10 curved roads
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Red Blob Games  | redblobgames.com Reviews

https://redblobgames.com

I explore visual and interactive ways of explaining math and computer algorithms, especially those used in computer games. Whereas many MOOCs are exploring a classroom style of learning with videos and assignments, I’m instead exploring an on-demand style of learning single topics with text, hypertext, and interactive diagrams. I want to learn by. Intro to Graph Theory. Probability for RPG Damage. Noise functions and Map Generation. I’ve been curating game development articles since 1990. And tested thei...

INTERNAL PAGES

redblobgames.com redblobgames.com
1

Noise Functions and Map Generation

http://www.redblobgames.com/articles/noise/introduction.html

Noise Functions and Map Generation. From Red Blob Games. 1 Why is randomness useful? 2 What is noise? 4 Ways to use noise. 5 Frequency of noise. 6 Colors of noise. 8 Generating the rainbow. 9 More shapes of noise. 10 Other noise functions. This page is about the concepts. Starting from the simplest ideas and working up. If you want to skip ahead to terrain generation using noise functions, see my other article. And 3D. Try moving this slider. How to generate landscapes like these in under 15 lines of code.

2

2d Visibility

http://www.redblobgames.com/articles/visibility

From Red Blob Games. In a 2D top-down map it is sometimes useful to calculate which areas are visible from a given point. For example you might want to hide what’s not visible from the player’s location, or you might want to know what areas would be lit by a torch. Drag the circle around to see what’s visible from the player’s location:. See the light map. The roguelike community has collected several algorithms. Calculate the angles where walls begin or end. Cast a ray from the center along each angle.

3

Hexagonal Grids

http://www.redblobgames.com/grids/hexagons

From Red Blob Games. Mar 2013, updated in Mar 2015. Hexagonal grids are used in some games but aren’t quite as straightforward or common as square grids. I’ve been collecting hex grid resources. For nearly 20 years, and wrote this guide to the most elegant approaches that lead to the simplest code, largely based on the guides by Charles Fu. Angles, size, spacing. Hexagons are 6-sided polygons. Squares, hexagons, and triangles). Units away from the. Var angle rad = PI / 180 * angle deg return Point(center...

4

Introduction to A*

http://www.redblobgames.com/pathfinding/a-star/introduction.html

From Red Blob Games. Created 26 May 2014, updated Aug 2014, Feb 2016, Jun 2016. In games we often want to find paths from one location to another. We’re not just trying to find the shortest distance; we also want to take into account travel time. Move the blob. Start point) and cross. End point) to see the shortest path. To find this path we can use a. Algorithm, which works when the map is represented as a graph. A*. Is a popular choice for graph search. Breadth First Search. What is the input? Remember...

5

Line drawing on a grid

http://www.redblobgames.com/grids/line-drawing.html

Line drawing on a grid. From Red Blob Games. Graphics libraries provide line-drawing routines, sometimes with antialiasing. This demo shows what grid locations should be marked if you’re drawing a line between two points. Try moving the endpoints around. I find the easiest way to find these points is to use linear interpolation. Let’s see how that works. Here’s a simple (Javascript) helper function I’ll use:. Start t * (end-start); }. Olation ( lerp ) gives you a number between two other numbers. When.

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LINKS TO THIS WEBSITE

www-cs-students.stanford.edu www-cs-students.stanford.edu

Amit’s Game Programming Information

http://www-cs-students.stanford.edu/~amitp/gameprog.html

Amit’s Game Programming Information. Part of Red Blob Games. How do I get started? How do I make games? How can I write my own (more complex) game? How much fun is game programming? What do I need to learn once I know how to program? What do I do after school? What are the key concepts to start with? How do I actually finish a game? Do I want to do this for a living? What’s on this page? I’m interested in producing complexity out of simple parts. This page contains bookmarks. To the complex (. Design fla...

edery.org edery.org

The Power of Relativity | Game Tycoon

http://www.edery.org/2013/05/the-power-of-relativity

For those interested in the business of making great video games. Entrepreneurial spirit a must. F2P game publishing is a tricky thing →. The Power of Relativity. May 10, 2013. This article was originally published in Game Developer Magazine. It was the seventh in a series of business columns that I am writing for GDM. One of the most frustrating things a game developer will ever hear is that [PERCEIVED GENRE] game isn’t worth [PRICE] I can get [OTHER GAME] for [LOWER PRICE]. We did it wrong precisely be...

eggfan.org eggfan.org

游戏开发小记 01 | 蛋炒饭

http://eggfan.org/2577

之前觉得 WordPress 逼格有点低下,所以想用 GitHub Page 取而代之,然后又想学 Belleve 巨巨. 然后 托 GitHub 的福. 最简单的随机世界生成 基于 Perlin 函数,耗时数小时。 Tile 瓷砖 式画面 很简单,耗时数小时。 解决方法是加一个 delay 类似 Sleep 吧。 没什么干货呀,推荐一个网站 Red Blob Games. 特别是这个 Amit’s Game Programming Information. 2014 年 12 月 18 日. 传教文 Rust 大法好 →. 2014 年 12 月 18 日下午 8:43. 2014 年 12 月 18 日下午 9:42. 方向: (0, 1)}. 2014 年 12 月 18 日下午 9:48. 2014 年 12 月 19 日上午 10:53. 2014 年 12 月 21 日上午 9:55. 我Github student pack 申请到现在还request pending. 2014 年 12 月 22 日下午 2:24. 2014 年 12 月 23 日上午 11:15.

amitp.blogspot.com amitp.blogspot.com

Amit's Thoughts: 2013-05

http://amitp.blogspot.com/2013_05_01_archive.html

From Amit’s Thoughts. Emacs: highlight active buffer. Emacs: highlight active buffer. Long ago, I used XEmacs, and its buffer-local faces to highlight the active window and modeline. When I switched to Emacs, I was sad to see that it didnt have buffer-local and window-local faces. It does have a separate face for active and inactive modelines though. Today I learned that Emacs 23 has a buffer-local face remapping feature. Im using this to highlight the active buffer (not window):.

amitp.blogspot.com amitp.blogspot.com

Amit's Thoughts: 2010-10

http://amitp.blogspot.com/2010_10_01_archive.html

From Amit’s Thoughts. Cows are like Poodles. Cows are like Poodles. Poodles are man-made creatures. There were no packs of wild poodles roaming the African savannah, hunting antelope. Poodles were created by humans, through breeding. Over thousands of years. They act and look very different from wolves because we bred them for. Retrieving and, recently, appearance ( edit. Corrected, thanks to Simon Proctor's comment below). That's where we focused our energies, and it shows. We milk and eat.

amitp.blogspot.com amitp.blogspot.com

Amit's Thoughts: 2011-01

http://amitp.blogspot.com/2011_01_01_archive.html

From Amit’s Thoughts. We evolved alongside parasites that weaken us, and recently in human history we were able to get rid of those parasites. What would happen? Our bodies would overcompensate, just like the “floating arms” experiment. To treat allergies and immune disorders. If parasites increased our aggressiveness (as toxoplasma gondii is hypothesized to do. Then humans would adapt by lowering aggressivness. Removing the parasites would lead to more the human race becoming more passive.

amitp.blogspot.com amitp.blogspot.com

Amit's Thoughts: 2014-09

http://amitp.blogspot.com/2014_09_01_archive.html

From Amit’s Thoughts. Emacs: rainbow-identifiers, customized. Flying drone mesh network. Emacs: rainbow-identifiers, customized. A few months ago I had read Evan Brook's post about using text editor colors for identifiers instead of keywords. I tried the two Emacs modes for this: rainbow-identifiers. I wrote up my thoughts back then. And that blog post led to some features being added to rainbow-identifiers. Pros and cons:. Colors are stable on reload/edit. 160;better than . Colors change on reload/edit.

amitp.blogspot.com amitp.blogspot.com

Amit's Thoughts: 2013-12

http://amitp.blogspot.com/2013_12_01_archive.html

From Amit’s Thoughts. Genetically engineered gut bacteria. Genetically engineered gut bacteria. We're starting to learn how important gut bacteria are. Antibiotics can mess up the ecosystem in your gut. We have. To try to restore the natural ecosystem. Photo from worldworldworld on flickr). This is assuming that. But the natural gut bacteria are evolved to match our natural diet. Most of us don't eat a natural diet. I want unnatural gut bacteria. Design our own gut bacteria! Subscribe to: Posts (Atom).

amitp.blogspot.com amitp.blogspot.com

Amit's Thoughts: 2014-03

http://amitp.blogspot.com/2014_03_01_archive.html

From Amit’s Thoughts. I know there are lots of advanced technologies being developed for treating disease, but the same technologies could be used for non-disease applications. I wrote a little about this a few years ago. So I want to propose something that I think a lot of people would like:. There are people working on 3d printed organs. Wouldn't it be cool to get a 3d printed bladder? Would you like to super-size that? I'd want one. Wouldn't you? 8211; Sunday, March 30, 2014 – 2 comments.

simblob.blogspot.com simblob.blogspot.com

Blobs in Games: 2014-12

http://simblob.blogspot.com/2014_12_01_archive.html

Blobs in Games: 2014-12. From Blobs in Games. Notes on line drawing on grid maps. Notes on line drawing on grid maps. Interpolation is both more general and simpler than Bresenham's algorithm. I use it for lots of other things, so I use it for line drawing too, instead of using a different specialized algorithm for line drawing. I wrote up my notes about line drawing using linear interpolation. For the most part). You can see the org-mode source here. I wrote a small diagram class that let me turn on var...

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I explore visual and interactive ways of explaining math and computer algorithms, especially those used in computer games. Whereas many MOOCs are exploring a classroom style of learning with videos and assignments, I’m instead exploring an on-demand style of learning single topics with text, hypertext, and interactive diagrams. I want to learn by. Intro to Graph Theory. Probability for RPG Damage. Noise functions and Map Generation. I’ve been curating game development articles since 1990. And tested thei...

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