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decisions | LumpN's Blog
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Skip to primary content. Skip to secondary content. November 14, 2014. Recently I had to brush up on my C knowledge for a job interview. I have been coding in C for maybe fifteen years now but for the last three years I’ve spend most of my programming time doing C# instead because it pays my bills. So I decided to get a quick overview of the fundamental syntactic, idiomatic, and ideological differences between C and C# to restore my memories. I searched for C vs. C#. I do massively parallel computations.
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fairness | LumpN's Blog
http://blog.lumpn.de/tag/fairness
Skip to primary content. Skip to secondary content. May 16, 2016. This is an addendum to my last post about randomness and fairness. As I was implementing a randomizer in the spirit of the random threshold model discussed before, a nice simplification occurred to me. I knew the probabilities. In my use case would be small, between 5% and 30%, and long streaks of bad luck can feel like a bug to the user. Therefore I wanted a tight upper bound for a streak of bad luck, so I chose c. July 27, 2015. And it c...
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Apparent probability | LumpN's Blog
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Skip to primary content. July 27, 2015. Let’s say you are creating a computer game where the player explores a dungeon and every time he finds a new treasure chest there is a 10% chance it contains a rare item. A naïve implementation goes like this:. Fairly straight forward, right? And it certainly fulfills the desired property of spawning 10% rare items. But soon the complaints of players roll in. I have opened 40 chests and not a single one of them had a rare item in it. This is not 10%! All bets are o...
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LumpN's Blog | Page 2
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Skip to primary content. Skip to secondary content. Newer posts →. May 19, 2012. On a slightly off-topic note there is a new member in our household nowadays. A little cheerful doomsday machine, playing joyous sounds, driving crazy and happily bumping into stuff. They call it Roomba. Well, the before mentioned Roomba makes a real mess. Out of the mess you left behind. You basically. To tidy up before you can make use of it. A modular window class (Part 1). March 28, 2012. While I was preparing C code for...
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variance | LumpN's Blog
http://blog.lumpn.de/tag/variance
Skip to primary content. Skip to secondary content. July 27, 2015. Let’s say you are creating a computer game where the player explores a dungeon and every time he finds a new treasure chest there is a 10% chance it contains a rare item. A naïve implementation goes like this:. Fairly straight forward, right? And it certainly fulfills the desired property of spawning 10% rare items. But soon the complaints of players roll in. My game is broken. Wrong Always look at the variance. All bets are off. In f...
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Open development | LumpN's Blog
http://blog.lumpn.de/open-development
Skip to primary content. October 13, 2014. I am very lucky to be working for Unknown Worlds Entertainment. On their upcoming underwater exploration game Subnautica. Lucky because of many reasons. For starters Subnautica is an exceptional game. Like traditional high quality games it features gorgeous graphics and a masterfully crafted world. Unlike traditional games it does not involve shooting things and killing stuff though. It is very peaceful. I am excited about that! Coined the term naked development.
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Language wars | LumpN's Blog
http://blog.lumpn.de/language-wars
Skip to primary content. November 14, 2014. Recently I had to brush up on my C knowledge for a job interview. I have been coding in C for maybe fifteen years now but for the last three years I’ve spend most of my programming time doing C# instead because it pays my bills. So I decided to get a quick overview of the fundamental syntactic, idiomatic, and ideological differences between C and C# to restore my memories. I searched for C vs. C#. Anyway. Instead I was presented lots of opinionated. Whenever th...
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distribution | LumpN's Blog
http://blog.lumpn.de/tag/distribution
Skip to primary content. Skip to secondary content. July 27, 2015. Let’s say you are creating a computer game where the player explores a dungeon and every time he finds a new treasure chest there is a 10% chance it contains a rare item. A naïve implementation goes like this:. Fairly straight forward, right? And it certainly fulfills the desired property of spawning 10% rare items. But soon the complaints of players roll in. My game is broken. Wrong Always look at the variance. All bets are off. In f...
blog.lumpn.de
Commentary | LumpN's Blog
http://blog.lumpn.de/category/commentary
Skip to primary content. Skip to secondary content. November 14, 2014. Recently I had to brush up on my C knowledge for a job interview. I have been coding in C for maybe fifteen years now but for the last three years I’ve spend most of my programming time doing C# instead because it pays my bills. So I decided to get a quick overview of the fundamental syntactic, idiomatic, and ideological differences between C and C# to restore my memories. I searched for C vs. C#. I do massively parallel computations.
blog.lumpn.de
game development | LumpN's Blog
http://blog.lumpn.de/tag/game-development-2
Skip to primary content. Skip to secondary content. Tag Archives: game development. May 16, 2016. This is an addendum to my last post about randomness and fairness. As I was implementing a randomizer in the spirit of the random threshold model discussed before, a nice simplification occurred to me. I knew the probabilities. Which results in an upper bound of. While still allowing a two-streak of good luck. The code looked simple enough:. I noticed a couple of problems though. July 27, 2015. And it certai...