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...
0fps.net
Ambient occlusion for Minecraft-like worlds | 0 FPS
https://0fps.net/2013/07/03/ambient-occlusion-for-minecraft-like-worlds
Relations are hard to model in category theory. Texture atlases, wrapping and mip mapping →. Ambient occlusion for Minecraft-like worlds. July 3, 2013. It has been a while since I’ve written about Minecraft-like games, and so today I figured I’d take a moment to discuss something which seems to come up a lot in online discussions, specifically how to implement ambient occlusion in a Minecraft-like game:. Smooth lighting in Minecraft. (c) Mojang AB. Image obtained from Minecraft wiki. Perhaps the most wel...
andywoodruff.com
Shaded relief in AS3 | Andy Woodruff
http://andywoodruff.com/blog/shaded-relief-in-as3
Middot; Cartographer Blog. I also do some bloggy things at Bostonography. And the Axis Maps blog. Shaded relief in AS3. By Andy Woodruff on 25 March 2010. Did you know that basic relief shading. Is fairly simple to accomplish? I didn’t until a few days ago when I was flipping through the Slocum et al. cartography textbook,. Thematic Cartography and Geographic Visualization. I previously tried raster map projection. And the source image file. 1) THE DATA SOURCE. 2) LOADING AND PREPARING DATA. These calcul...
www-cs-students.stanford.edu
Hexagonal Coordinates
http://www-cs-students.stanford.edu/~amitp/Articles/Hexagon2.html
Also see Amit’s guide to hex grids. 2013), where I further explore the ideas Charles Fu posted here. Authors: Charles Fu and others. This page contains a message that Charles Fu posted to. Plus a collection of messages that people emailed to me directly. This is the most elegant hexagonal coordinate system I’ve seen; for a different system, see my article on grids. From: ccwf@plato.klab.caltech.edu (Charles Fu) Newsgroups: rec.games.programmer Subject: Re: Which point is in the hex? 0 1-1 / -1 1 0 / 1 0-...
redblobgames.com
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.
redblobgames.com
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...
redblobgames.com
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...
thecodebook.wordpress.com
iPhone Native UI and Unity 3 Pro | the codebook
https://thecodebook.wordpress.com/2010/10/26/iphone-native-ui-and-unity-3-pro
IPhone Native UI and Unity 3 Pro. A nice article about iPhone Native UI and Unity 3 Pro together:. From → iPhone Development. Schreibe einen Kommentar Antworten abbrechen. Gib hier Deinen Kommentar ein . Trage deine Daten unten ein oder klicke ein Icon um dich einzuloggen:. Adresse wird niemals veröffentlicht). Du kommentierst mit Deinem WordPress.com-Konto. ( Abmelden. Du kommentierst mit Deinem Twitter-Konto. ( Abmelden. Du kommentierst mit Deinem Facebook-Konto. ( Abmelden. Game AI and Prototyping Blog.
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