Getting a Gist Of My Code

 

I know I don’t post very often – believe me, 2015 and 2016 have been a helluva ride – but I have been writing a lot of code. I mean, a lot. A lot of the code I write, since it’s Unity, I have compartmentalized in scripts that I import over to a multitude of projects. Seeing as how a lot of these are used and fleshed out in projects that will never see the light of day, I thought “Hey, why not just put them up on the site?”

So, I’ve created a Github account, and I’m placing them in their own GitHubGists (or Repositories, if they span multiple files). This would be a quick, dirty, and effective way to get my code out to you guys so maybe, just maybe, it can actually be used in a project somewhere.

Any code I put up in my Gist, I’ll also link to it somewhere on this site as well for direct linkage.

So, go have a look at my GitHub Gist! Maybe you can find something useful there!

Link: Game Programming Patterns – The Observer

Link: Game Programming Patterns – The Observer

OK, first off: No, I’m not dead. 2: No, I’m not a zombie. 3: Yes, zombies are considered dead. 4: I’d like to take a moment to consider a pivotal part of any game programmer’s arsenal of design patterns: The Observer.

The observer pattern, to put it simply, is an object that will only perform a specific action when another object/objects (called “the subject”) are in a particular state. A gentleman by the name of Bob Nystrom is working on an online (and soon physical) book regarding game programming, called GameProgrammingPatterns.com. In his book, he describes the fundamentals and design of the Observer pattern in a fun and simple way that can have even the most basic programmer up-and-running with Observers in no time; like a strange digital voyeur of code.

OK. That was disturbing.

Anywho, go run over to his site, and check out the other “chapters” he’s done. His book is still a WIP, but it’s already a classic. Take care!

David León, and his Zelda Dungeon Generation in Unity3D

Zelda Dungeon Generation in Unity3D

The other day, I found a post in Reddit’s /r/Unity3D to random procedural Zelda-style map generation using a binary-tree by a dude named David León, a game programmer. He goes on to explain his method for generating the maps, and even has downloads to his source code. He also has a bunch of other tutorials for creating a rougelike-style maps and so-on. Really great stuff, and if you’re looking for a little inspiration for random map generation, check out David León’s tumblr.

Link: Two’s Complement

Link: Two’s Complement

You wanna know what always used to break my brain back in school? Two’s complement. For those of you unversed in nerd geek, i’s the computer’s way of interpreting negative and positive binary numbers by using the left-most bit as the sign.

Examples:

Lets talk in nybbles here (4 bits instead of 8). In a perfect unsigned world, the number 15 is expressed as 1111 in binary. However, speaking in signs, this is -1.

(more…)

Link to the Path: A* Pathfinding for Beginners

A* Pathfinding for Beginners

OK, so a while back I posted a link for a simple implementation for A* Pathfinding for C/C++. The page gets a bunch of hits, but I get a lot of people asking me to explain it. Well, it’s not my code to really explain, and I haven’t tested it out for myself. Rather than go through and make a huge tutorial, I figured I’d take the lazy route, and provide you with a resource to help explain it a bit. This page breaks down A*Pathfinding to the basics and gives a great explanation down to even the heuristics (If you don’t know that word, you’ll need this link).

So, now with this in hand, pathfinding should be easier to grasp now. Give it another go, and let me know how it turns out! Good luck!

C++ Link: A-star Shortest Path Algorithm (C++ recipe)

Pathfinding A Star
Image via Wikipedia

Thank you, StumbleUpon! I just so happen to have come across a handy code snippet for the A* pathfinding algorithm.  This is pretty much a staple in any AI programmer’s arsenal.

So here’s the code! Enjoy, peoples!

A-star Shortest Path Algorithm (C++ recipe)

Math Magician: Much Ado About 3D Math

Illustration of the right-hand rule for the cr...
Image via Wikipedia

You know what irks me? Going online to look up something simple, like Dot Product or Cross Product, and getting nailed in the face with calculus proofs and discrete mathematics on why this and that happens, but never getting a simplified answer on what I’m looking up!

Well, I have a website, and now it’s time I delivered the simple answers. Open wide for a study guide. Continue reading