Mapping Genealogy in Neo4J
This summer I’ve worked on a behavior and trait mapper in C++ that establishes entirely dynamic AI routines, allowing actors to propagate and …
This summer I’ve worked on a behavior and trait mapper in C++ that establishes entirely dynamic AI routines, allowing actors to propagate and …
Introduction Pipeline patterns are most commonly used for simple data workflows like general functional composition or user registration processes. …
Creating synchronously chained functions is straight forward. Codepen. const UserCollectionSync = { find(id=''){ …

The meander algorithm is a combination of using mazes to allow a meandering with bresenhams line. Below you can see the actual algorithm in …

I recently did some work in generating rivers in a 2d game. Revisiting this work to create an exhumed river channel, I decided it might be fun to …

Source code available on github here.\n\nA recurring problem in 2d games is how to represent depth. In isometric games this is easily solved but in …

Rivers are really hard to generate for 2d top-down games for multiple reasons: Rivers primarily form based on heightmaps which are hard to display in …
Two of the most influential components to decreasing LOE in balancing game mechanics is automating the most essential parts of testing those …

I had originally written an article on how to implement PHS. Having found the maps generated slightly redundant I decided to take another look. Here …

While creating algorithms for random continent generation, I came across an old algorithm I had worked with called Coupled Map Lattice. Using that to …