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Game Algorithms

Game Algorithms

Amit’s Game Programming Information What’s on this page? I’m interested in producing complexity out of simple parts. This page contains bookmarks that I collected while working on games; I did not write most of the content linked from here. As a result the set of links here reflects the types of things I needed to know: only a few specific topics (not everything related to game programming), general ideas instead of platform-specific information (graphics, sound, compilers), and ideas and designs instead of source code (I find it easier to go from an idea to code than from code to an idea). Other sites, like Gamedev Tuts+, Gamedev, and Gamasutra, cover lots more topics than mine does. Determining how to move around on a map is an interesting problem. These pages are about specific techniques for pathfinding and object movement: My current favorite algorithm is A*, because it can handle varying terrain costs well, and it seems to be faster than most graph searching algorithms. Code and Demos Data structures Displaying Tiles

Sorting algorithms as dances What happens when you attempt to demonstrate sorting algorithms using folk dancing? The result is slightly surreal and you'll probably always hum a tune in future when implementing a Bubble, Shell, Insert or Select sort. You may well have seen many simulations of sorting algorithms that aim to show in novel ways how the algorithm works or perhaps doesn't work quite as well as it should. However I guarantee that you have never seen anything quite in the same league as the videos made by Sapientia University - they are simply crazy but in the nicest possible way. Take one Central European folk dancing team, a small folk band and an added overlay showing array locations and get them to dance the algorithms in time to "appropriate" folk music. The result is slightly surreal and for a time at least slightly hypnotic. What you have to do is just check that they are in fact implementing the algorithm correctly. To see what I mean try the simplest of all sorts, the Bubble sort: Update 2nd May 2011

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Cube Engine Games 30 game scripts you can write in PHP, Part 1: Creating 10 fundamental scripts Getting started As both a game master/storyteller and a developer, I frequently find myself writing little utilities and scripts to help me when running, planning, and playing games. Sometimes I need a quick idea. Other times, I just need a whole pile of names for Non-Player Characters (NPCs). Occasionally, I need to geek out on numbers, work out some odds, or integrate some word puzzles into a game. Many of these tasks become more manageable with a little bit of script work ahead of time. This article will explore 10 fundamental scripts that can be used in various types of games. We will blaze through these scripts pretty quickly. Back to top A basic die roller Many games and game systems need dice. In many cases, that would be more or less fine. Listing 1. function roll () { return mt_rand(1,6); } echo roll(); Then we can pass the type of die we want to roll as a parameter to the function. Listing 2. Random name generator Listing 3. Listing 4. Listing 5. Scenario generator Listing 6. Summary

Planning Algorithms / Motion Planning Swiftless' Game Programming Site Beginning Game Development: Part VIII - DirectSound | Coding4Fun Articles Welcome to the eighth article on beginning game development. We have spent a lot of time working with the graphics capabilities of DirectX. We also covered how the DirectX API allows us to control input devices. Now we are going to look at another facet of DirectX, the ability to control sound devices. Sound in Games Sound creates an ambiance in a game that provides for a more immersive game experience. Sound effects also provide the same audible cues we expect in real life, such as the direction and speed of a person approaching us based on the volume, direction, and frequency of the footsteps. In BattleTank2005 I want to integrate sound in the following way. Secondly, I want to be able to play background music during game play and I want to control what music plays when in the game. I am going to cover the first requirement in this article, and then cover sound effects and playing MP3 and WMA files with the AudioVideo namespace in the next article. DirectSound Device Buffers 3D Sound

Hallmarks of a Great Developer - Test Guide If you ask me, I'll tell you a great developer Plans before coding A great developer takes the time to plan an approach before designing or coding. Always knows why A great developer always knows exactly why they wrote a particular line of code, and why they wrote it the way they did. Writes situation-appropriate code Any developer can write code. Deviates where and when necessary A great developer not only knows the canonical implementation but understands it is the canonical implementation. Knows when not to change code A great developer knows that changing code is sometimes worse than fixing it. Approaches debugging scientifically A great developer knows that debugging is a science not an art and approaches it as such. Walks through their code A great developer knows that they don't really know their code until they've stepped through it. Knows the language and platform intimately A great developer knows the programming language (and platform) in use inside and out. Groks the tools Documents

List of algorithms The following is a along with one-line descriptions for each. Combinatorial algorithms General combinatorial algorithms Brent's algorithm : finds cycles in iterations using only two iterators Floyd's cycle-finding algorithm : finds cycles in iterations Gale–Shapley algorithm : solves the stable marriage problem Pseudorandom number generators (uniformly distributed): Blum Blum Shub Lagged Fibonacci generator Linear congruential generator Mersenne twister Graph algorithms Coloring algorithm : Graph coloring algorithm. Hopcroft–Karp algorithm : convert a bipartite graph to a maximum cardinality matching Hungarian algorithm : algorithm for finding a perfect matching Prüfer coding : conversion between a labeled tree and its Prüfer sequence Tarjan's off-line least common ancestors algorithm : compute lowest common ancestors for pairs of nodes in a tree Topological sort : finds linear order of nodes (e.g. jobs) based on their dependencies. Graph drawing Spectral layout Network theory Network analysis PageRank

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