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Author: Herman Tulleken

November 25, 2020

Procedural Meshes in Unity: Normals and Tangents

In previous posts, we looked at general mesh generation in Unity, and the issues that arise in generating meshes for lines. In this post,…

November 16, 2020

Top game-related math books

Mathematics used to be a lot more important for game development than it is now. There are so many tools available for creating all…

Colored squares organized in a grid
November 13, 2020

How to structure a game project

The project structure of a game is where things are, and what they are called. Viewed broadly, it may also include decisions about what…

November 10, 2020

Procedural Meshes for Lines in Unity

A lines is a fundamental graphics object, but generating attractive, robust lines involve many subtle issues and can be difficult to get right. In…

November 4, 2020

Generating meshes procedurally in Unity

Procedurally generated meshes have several uses in game development: You can use them for crisp, non-standard UI components. You can use them to render…

June 13, 2019

10 things you didn’t know about advergames

We compiled a list of about 100 advergames to use as examples to show clients, and from this, we learned quite a lot about hem. I…

July 22, 2018

Domino Tilings I

I started a new project: studying polyomino tilings and related problems (very much inspired by Golomb’s famous Polyominoes). As part of this study, I…

February 18, 2016

Generators

A generator (as I will use the term here) is an object that can “generate” other objects on demand. They work like random generators,…

February 20, 2013

Pentagons

A while back I developed a mild obsession with pentagons (mathematical ones, not symbolistic!) It started when I discovered some beautiful (simple and to me,…

January 24, 2011

2D Minimum and Maximum Filters: Algorithms and Implementation Issues

A while back I needed to implement fast minimum and maximum filters for images. I devised (what I thought was) a clever approximation scheme where…

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2D filtering random probability Mathematics Image Processing game tools compression response curve Game Development Perlin noise grids Dev.Mag discrete calculus blending functional equations difference equation Special Numbers Library functional equation Python random distribution level editor distribution function spatial partitioning vector field AI z-transform maintainability C++ procedural texture computer graphics sampling algorithm quadtrees sum random number generation editor Game Maker tiles optimisation Simulation artificial intelligence quadtree image partitioning white noise

Categories

  • Algorithms (25)
  • C++ (3)
  • Downloads (13)
  • Game Development (18)
  • Games (1)
  • Image Processing (11)
  • Java (2)
  • Mathematics (11)
  • Python (6)
  • Simulation (5)
  • Snippet (8)
  • Tools (4)
  • Tutorial (9)
  • Web Development (1)

Blogroll

  • Dev.Mag

Tag cloud

Dev.Mag vector field Simulation Image Processing random algorithm game tools blending distribution function grids filtering random distribution spatial partitioning Mathematics Python Game Development 2D tiles compression sum discrete calculus level editor random number generation functional equation AI response curve procedural texture z-transform quadtrees functional equations artificial intelligence computer graphics difference equation quadtree Game Maker optimisation Perlin noise Special Numbers Library probability image partitioning white noise sampling maintainability C++ editor
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