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…
September 30, 2010 Update to Functional Equations Reference (version 1.3) This is a substantial update of this reference document. The most important addition is the chain and substitution rules for arithmetic difference calculus (ADC)….
August 25, 2010 Update to Functional Equations Reference I have updated the Reference for Functional Equations. I have added several entries to the tables, updated the graphs, added some new graphs, added…
July 27, 2010 A Simple Trick for Moving Objects in a Physics Simulation (Original Image by Valerie Everett) It is sometime necessary to move an object in a physics simulation to a specific point. On the one…
June 15, 2010 Region Quadtrees in C++ (Original image by GoAwayStupidAI). Below are four C++ implementations of the region quadtree (the kind used for image compression, for example). The different implementations…