Nathaniel Inman
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Mapping Genealogy in Neo4J
neo4j

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 …

Jul 26, 2019 2 min read
Runtime Pipeline Patterns
design patterns

Runtime Pipeline Patterns

Introduction Pipeline patterns are most commonly used for simple data workflows like general functional composition or user registration processes. …

Feb 25, 2019 4 min read
Async Await Chaining
asynchronous

Async Await Chaining

Creating synchronously chained functions is straight forward. Codepen. const UserCollectionSync = { find(id=''){ …

Jan 6, 2019 3 min read
Meander Algorithm
meander

Meander Algorithm

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

Sep 4, 2018 2 min read
Generating Exhumed River Channel
exhumed

Generating Exhumed River Channel

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 …

Aug 6, 2018 1 min read
Generating Cliffs for 2d Game
cliffs

Generating Cliffs for 2d Game

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 …

Jul 31, 2018 1 min read
Generating 2d Rivers
river

Generating 2d Rivers

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 …

Jul 11, 2018 1 min read
Balancing Game Mechanics
game

Balancing Game Mechanics

Two of the most influential components to decreasing LOE in balancing game mechanics is automating the most essential parts of testing those …

Jun 6, 2018 1 min read
Pigeon Hole Stepping v2
pigeon

Pigeon Hole Stepping v2

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 …

May 8, 2018 2 min read
Generating Ancient Ruins
generation

Generating Ancient Ruins

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

May 3, 2018 1 min read
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