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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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Tag cloud

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

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