• Modelling by numbers: Supplementary (Terrain)

    Modelling by numbers: Supplementary (Terrain)

    The Modelling by numbers tutorial got a very positive response, and also quite a few people asking for extra information, mostly to do with the topics that I had discarded. So I figured I’d revisit them. What follows is one of them.
    31 Jan 2015
  • Procedural geometry: Part Two B Procedural geometry: Part Two B
    This is the third part of a four part tutorial. If you haven't already, you should check out Modelling by numbers: Part One A
    31 Jan 2015
  • Procedural geometry: Part Two A Procedural geometry: Part Two A
    This is the third part of a four part tutorial. If you haven't already, you should check out Modelling by numbers: Part One A
    31 Jan 2015
  • Procedural geometry: Part One B Procedural geometry: Part One B
    This is the second part of a four part tutorial. If you haven’t already, you should check out Procedural geometry: Part One A
    31 Jan 2015
  • Procedural geometry: Part One A Procedural geometry: Part One A
    Procedural geometry is geometry modelled in code. Instead of building 3D meshes by hand using art software such as Maya, 3DS Max or Blender, the mesh is built using programmed instructions.
    31 Jan 2015
  • Algorithm Brezenhema and  Xiaolin Wu's Algorithm Brezenhema and Xiaolin Wu's
    Bresenham's line algorithm is an algorithm that determines the points of an n-dimensional raster that should be selected in order to form a close approximation to a straight line between two points.
    29 Jan 2015
  • Optimization of Boids Optimization of Boids
    Boids - a model of collective behavior of birds, bees, fish and other animals. Despite the simplicity of the model, it demonstrates emergent properties: Boyd gather together, fly in flocks around.
    24 Jan 2015
  • Boid and birds in Unity3D

    Boid and birds in Unity3D

    Have you ever thought about why the birds flying in large flocks and never faced?
    18 Jan 2015
  • Spatial hashing Spatial hashing
    Spatial hashing is a simple technique that is used in databases, physical and graphics engine, particle simulation and everywhere, where you need to quickly find something.
    18 Jan 2015
  • Procedural generation of floor plans Procedural generation of floor plans
    What makes a major game developer when he needs to do a lot of rooms for games? Hires a bunch of artists. What makes a lone game developer? Writes procedural generator that performs all the work for him.
    16 Jan 2015