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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…

May 12, 2010

Catching Common Image Processing Programming Errors with Generic Unit Tests

When implementing image algorithms, I am prone to make these mistakes: swapping x and y; working on the wrong channel; making off-by-one errors, especially…

April 16, 2010

Simple, Fast* Approximate Minimum / Maximum Filters

*Fast = not toooo slow… For the image restoration tool I had to implement min and max filters (also erosion and dilation—in this case with a…

April 15, 2010

Experimental Tool for Removing Unwanted Artefacts in Textures

Many textures used for 3D art start from photographs. Ideally, such textures should be uniformly lit so that the texture does not interfere with…

April 7, 2010

Poisson Disk Sampling Example Code

I decided to put the Poisson disk sampling code here for download since the site that hosted it is down. The code accompanies the…

October 25, 2009

Tips for Designing and Implementing a Stimulus Response Agent

(Original Image by everyone’s idle.) This post was a originally published on Luma Labs, now dead. As old as stimulus-response techniques are, they still…

October 24, 2009

Guerrilla Tool Development

Tools for editing game levels and AI for your own games are nice to have, but it is not always practical to implement these…

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  • Algorithms (25)
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  • Game Development (18)
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  • Image Processing (11)
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Game Maker Simulation z-transform response curve computer graphics spatial partitioning blending Special Numbers Library random vector field maintainability difference equation sampling quadtrees game tools level editor Python quadtree white noise sum editor distribution function random number generation C++ algorithm procedural texture random distribution discrete calculus compression tiles optimisation functional equation Dev.Mag grids Image Processing Mathematics artificial intelligence functional equations filtering image partitioning Perlin noise Game Development AI probability 2D
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