Intro I extracted my mate’s (approximately 60×60 pixel) face from a Facebook picture, and overlaid it onto a depth-map for a similarly shaped face, then used a custom python script to create a 3d wavefront model of his face, and an accompanying .mtl file for the texture. I will create a post soon properly dissecting […]
Draw Julia set animations by simply defining a 2d line though the complex plane. A Julia set is simply a recursive function or iterative process that takes the form z=z^2+cwhere the initial value of z is a complex number representing a point in 2d space, and c is any complex.The z argument is updated until […]
The L-System, or Lindenmayer system, named after it’s creator, Aristid Lindenmayer.L-systems were introduced in 1968 to describe the behavior of plant cells and model the growth of a variety of organisms. However, L-Systems are an incredibly versatile tool. In no way are they limited to biology; anywhere requiring parallel state changes can be modeled with […]
This is a map maker I began making for a game I was designing with a friend, that has since been put on hold while everyone is occupied with life/study. The Map Maker was designed to run smooth on touchscreen/Tablet (ipad in particular), and like the rest of the project, it was designed so we […]
Automatically generate a secure single page upload form in php/html. Form Filename: Upload Directory: Filetypes (CSV): Size Limit (Kb): Form Width (%): Bgcol: mySQL: MYSQL Settings: Host: Database: User: Password: As the form is made client-side none of this information is sent to the server Your password will remain private. ID: Name: Size: Date: Type: […]
Part 2 is on decompression, start with Part 1 Extrema Compression (Part 1)Decompression:Luckily for us the decompression phase is much simpler than the compression phase. It would have been simpler regardless but We create a new wave file for the output, we simply need to have a while loop read through the file five bytes […]
ExtremaCompression is a low-loss compression method for audio.
Unlike MP3, OGG and other common standards the results still vary widely proptional to frequency.
Higher frequency oscillations will be encoded with minimal loss, but also minimal compression, while low frequencies will compress very small but the quality may deviate from the original product.
This is a collaborative world developer, the front end for our game’s planning process.
Here we can see the entire distribution of terrain to make sure everything makes sense.
By clicking any tile it takes us to another page with a variety of options; we can open the corresponding map in the map maker, change the terrain type and tileset, mark the map to be procedurally generated at playtime (which is the default) or to asynchronously append a note for all other developers to read.
Here is a functional, tail-recursive implementation of a simple Particle Swarm Optimiser PSO routines are ideal for tuning the numerical variables of a given function so long as some means can be given for quantifying proximity to the desired solution. Returns a function that accelerates X towards P proportional to their distance*S and moves X […]