A couple of months ago, out of boredom, I implemented the old plasma fractals algorithm that is emblematic of the late 1980s/early 1990s demoscene, “rectangle subdivision fractals” or whatever you want to call it. It’s…
Browsing Category C#
Lifelike, or the Joy of Killing Time via Breeding Little Squiggles
A couple of weeks ago I got interested in this project but wanted full control of the code, wanted to know exactly what it is doing, wanted a bunch of features like the ability to import…
My Code for Doing Two Things That Sooner or Later You Will Want to do with Bezier Curves
I just added full cubic bezier curve support to the vector tessellation creation tool I am developing (see here). I’ll include some video at a later date (Update: here) showing this feature in action but first I want…
An Application for Creating Novel Escher-like Tessellations of the Plane
Over the past several weeks I have been investigating desktop applications for creating novel Escher-like tilings of the plane. Basically I’ve determined that none of what is publicly available is useful to me. The game I have in…
What I am working on…
I’m working on a puzzle game for iPads that takes the mechanics of a somewhat obscure game from the 1990s(*) and puts them on a double logarithmic spiral. The final app will be styled similar…
Discretely Distributed Random Numbers in C#
Random numbers generated from a discrete distribution are a commonly needed thing in game development. By “discrete distribution” we just mean the roll you get from something like an unfair die, e.g. you want a…