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charlesjohnclark | This WordPress.com site is the bee's knees

This WordPress.com site is the bee's knees

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charlesjohnclark | This WordPress.com site is the bee's knees | charlesjohnclark.wordpress.com Reviews

https://charlesjohnclark.wordpress.com

This WordPress.com site is the bee's knees

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1

November | 2013 | charlesjohnclark

https://charlesjohnclark.wordpress.com/2013/11

This WordPress.com site is the bee's knees. Monthly Archives: November 2013. Please do give your thoughts on this! First off I present a quick layout of the original architecture for reference and to explain what it was that caused me problems. From here I’ll explain how I went about solving this. Why not have the variables do all this work themselves? I wish I’d thought of that before! That’s what I set out to fix. Benefits: Easy to debug, easy to visualize. The key things I wanted to solve were:. Here&...

2

August | 2015 | charlesjohnclark

https://charlesjohnclark.wordpress.com/2015/08

This WordPress.com site is the bee's knees. Monthly Archives: August 2015. Super Mario Brothers in 2.5D. The game featured the following components of the original title:. Jumping and bonking of? Stompable and kickable turtles. Mushrooms and Fire Flowers. This process went smoothly, and horribly. This had pixel perfect maps, including showing where item blocks are, enemies, and more. Blocks. Piece of cake. Next up was getting the enemies to move around, no problem here. Squishing the Goomba’s w...In the ...

3

September | 2013 | charlesjohnclark

https://charlesjohnclark.wordpress.com/2013/09

This WordPress.com site is the bee's knees. Monthly Archives: September 2013. For my very first post I thought I would present a piece of code that I recently found. It was an interesting exercise for me and I wanted to share my findings. Here they are. Enjoy! Consider the following piece of code:. Define FAIL RETURN(x) if (0) return x; else for (Result result no collide = (x); result no collide! Gk ResultOk; ) if (g breakOnFailure & ( debugbreak(), false) ; else return result no collide. Gk ResultOk; ) ...

4

Macro fun | charlesjohnclark

https://charlesjohnclark.wordpress.com/2013/09/29/macro-fun/comment-page-1

This WordPress.com site is the bee's knees. For my very first post I thought I would present a piece of code that I recently found. It was an interesting exercise for me and I wanted to share my findings. Here they are. Enjoy! Consider the following piece of code:. Define FAIL RETURN(x) if (0) return x; else for (Result result no collide = (x); result no collide! Gk ResultOk; ) if (g breakOnFailure & ( debugbreak(), false) ; else return result no collide. Gk ResultOk; ) if (g breakOnFailure & ( debugbrea...

5

AI Spatial Awareness with Projected Volumes | charlesjohnclark

https://charlesjohnclark.wordpress.com/2015/06/29/ai-spatial-awareness-with-projected-volumes

This WordPress.com site is the bee's knees. AI Spatial Awareness with Projected Volumes. For part two of my spatial awareness prototyping I’ll present my solution to Problem #3 of the previous solution. The previous solution can be found here: AI Spatial Awareness with Renderable View. As always, I love pretty pictures. So lets go with that first. This is an image showing the edges of the polygons from the sources viewpoint. The white lines represent the detected edges, the green lines represent the ...

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blog.demofox.org blog.demofox.org

Quincunx Antialiasing | The blog at the bottom of the sea

http://blog.demofox.org/2015/04/22/quincunx-antialiasing

The blog at the bottom of the sea. Programming and Gamedev Stuff. Skip to primary content. Skip to secondary content. Anatomy of a Skeletal Animation System. Rarr; Game Development. Rarr; Quincunx Antialiasing. Frequency Domain Audio Synthesis – With IFFT and Oscillators. 4-Rook Antialiasing (RGSS) →. June 27, 2016. If you are looking for a quick and easy antialiasing implementation, quincunx could be what you are looking for. Trivial Note: The word quincunx describes the position of those 5 dots, which ...

blog.demofox.org blog.demofox.org

DIY Synth 3: Sampling, Mixing, and Band Limited Wave Forms | The blog at the bottom of the sea

http://blog.demofox.org/2012/06/18/diy-synth-3-sampling-mixing-and-band-limited-wave-forms

The blog at the bottom of the sea. Programming and Gamedev Stuff. Skip to primary content. Skip to secondary content. Anatomy of a Skeletal Animation System. Rarr; Audio Synthesis. Rarr; DIY Synth 3: Sampling, Mixing, and Band Limited Wave Forms. DIY Synth 2: Common Wave Forms. Recording lagless demo videos of a laggy game →. DIY Synth 3: Sampling, Mixing, and Band Limited Wave Forms. March 16, 2015. This is a part of the DIY Synthesizer. DIY Synthesizer: Chapter 3 Source Code. The Lament Of Tim Curry.

blog.demofox.org blog.demofox.org

Bilinear Filtering & Bilinear Interpolation | The blog at the bottom of the sea

http://blog.demofox.org/2015/04/30/bilinear-filtering-bilinear-interpolation

The blog at the bottom of the sea. Programming and Gamedev Stuff. Skip to primary content. Skip to secondary content. Anatomy of a Skeletal Animation System. Rarr; Game Development. Rarr; Bilinear Filtering & Bilinear Interpolation. FlipQuad & FlipTri Antialiasing. No Bad Code, Creeping Normality and Social Structure Code Organization →. Bilinear Filtering & Bilinear Interpolation. June 8, 2015. Take a look at the picture below. Can you calculate the values at points A,B and C? Check out these examples:.

blog.demofox.org blog.demofox.org

FlipQuad & FlipTri Antialiasing | The blog at the bottom of the sea

http://blog.demofox.org/2015/04/23/flipquad-fliptri-antialiasing

The blog at the bottom of the sea. Programming and Gamedev Stuff. Skip to primary content. Skip to secondary content. Anatomy of a Skeletal Animation System. Rarr; Game Development. Rarr; FlipQuad & FlipTri Antialiasing. Bilinear Filtering & Bilinear Interpolation →. FlipQuad & FlipTri Antialiasing. April 24, 2015. Here are the last two SSAA algorithms/sampling patterns that I wanted to share – FlipQuad and FlipTri. Here’s an image that shows FlipQuad in action – anti aliased on the left, reg...Kind of m...

blog.demofox.org blog.demofox.org

Cryptography 101 | The blog at the bottom of the sea

http://blog.demofox.org/cryptography-101

The blog at the bottom of the sea. Programming and Gamedev Stuff. Skip to primary content. Skip to secondary content. Anatomy of a Skeletal Animation System. Rarr; Cryptography 101. This is a series on the basics of cryptography, aimed at C programmers and other technical folk, or just the curious passer by (:. 8211; A way of being able to compare data without knowing anything about the data items themselves. Cryptography 101: Encryption – One Time Pad. Cryptography 101: Encryption – Symmetric Keys.

blog.demofox.org blog.demofox.org

DIY Synth: Basic Drum | The blog at the bottom of the sea

http://blog.demofox.org/2015/03/14/diy-synth-basic-drum

The blog at the bottom of the sea. Programming and Gamedev Stuff. Skip to primary content. Skip to secondary content. Anatomy of a Skeletal Animation System. Rarr; Audio Synthesis. Rarr; DIY Synth: Basic Drum. HyperLogLog: Estimate Unique Value Counts Like The Pros. DIY Synth: Flange Effect →. DIY Synth: Basic Drum. March 16, 2015. This is a part of the DIY Synthesizer. Series of posts where each post is roughly built upon the knowledge of the previous posts. If you are lost, check the earlier posts!

blog.demofox.org blog.demofox.org

4-Rook Antialiasing (RGSS) | The blog at the bottom of the sea

http://blog.demofox.org/2015/04/23/4-rook-antialiasing-rgss

The blog at the bottom of the sea. Programming and Gamedev Stuff. Skip to primary content. Skip to secondary content. Anatomy of a Skeletal Animation System. Rarr; Game Development. Rarr; 4-Rook Antialiasing (RGSS). FlipQuad & FlipTri Antialiasing →. April 23, 2015. The last post was about quincunx antialiasing which used 5 samples per pixel, but allowed you to share 4 of those samples with 4 other pixels each, making it so you only had to render 2 samples per pixel to get those 5 samples per pixel.

blog.demofox.org blog.demofox.org

The blog at the bottom of the sea - Part 7

http://blog.demofox.org/page/7

The blog at the bottom of the sea. Programming and Gamedev Stuff. Skip to primary content. Skip to secondary content. Anatomy of a Skeletal Animation System. Newer posts →. Avoiding The Performance Hazzards of std: function. February 25, 2015. There are two performance implications of using std: function that might surprise you:. When calling a std: function, it does a virtual function call. When assigning a lambda with significant captures to a std: function, it will do a dynamic memory allocation!

blog.demofox.org blog.demofox.org

Using Imaginary Numbers To Rotate 2D Vectors | The blog at the bottom of the sea

http://blog.demofox.org/2014/12/27/using-imaginary-numbers-to-rotate-2d-vectors

The blog at the bottom of the sea. Programming and Gamedev Stuff. Skip to primary content. Skip to secondary content. Anatomy of a Skeletal Animation System. Rarr; Using Imaginary Numbers To Rotate 2D Vectors. Four Ways to Calculate Sine Without Trig. Dual Numbers & Automatic Differentiation →. Using Imaginary Numbers To Rotate 2D Vectors. December 28, 2014. Quick Review: Imaginary and Complex Numbers. But, using i, you CAN take the square root of negative numbers. The square root of 25 is 5. We’ll...

blog.demofox.org blog.demofox.org

The blog at the bottom of the sea - Part 2

http://blog.demofox.org/page/2

The blog at the bottom of the sea. Programming and Gamedev Stuff. Skip to primary content. Skip to secondary content. Anatomy of a Skeletal Animation System. Newer posts →. A Sixth Way To Calculate Sine Without Trig. March 11, 2016. I have another item to add to the pile of ways to calculate sine without trig. Here are the previous ways before we start:. Four Ways to Calculate Sine Without Trig. A Fifth Way to Calculate Sine Without Trig. This method is called Bhaskara I’s sine approximation formula.

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charlesjohnclark | This WordPress.com site is the bee's knees

This WordPress.com site is the bee's knees. Super Mario Brothers in 2.5D. The game featured the following components of the original title:. Jumping and bonking of? Stompable and kickable turtles. Mushrooms and Fire Flowers. This process went smoothly, and horribly. This had pixel perfect maps, including showing where item blocks are, enemies, and more. Blocks. Piece of cake. Next up was getting the enemies to move around, no problem here. Squishing the Goomba’s was fun and rewarding, getting t...In the ...

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