Monday, November 15, 2010
Monday, August 2, 2010
Colloid begins
The game idea is a blue bubble that falls on planet and starts to spread. The locals are trying to burn out the goo, so you control the flow direction, accumulation, temperature and other goo's properties to overwhelm the defenses. Some articles for goo simulation:
Good overview:
http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/
Some algorithmics:
http://www.colinbraley.com/Pubs/FluidSimColinBraley.pdf
Good overview:
http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/
Some algorithmics:
http://www.colinbraley.com/Pubs/FluidSimColinBraley.pdf
Monday, May 24, 2010
Saturday, March 20, 2010
Obstacle in range
Used http://stackoverflow.com/questions/1073336/circle-line-collision-detection article as reference for line-circle intersection.
Following code extracts the part of line that is inside a circle:
Following code extracts the part of line that is inside a circle:
Fast closest object search
First notable implementation fragment for game/intelligent agent engine I'd like to show. It is a part of ant hive simulation. It's goal is to serve a playground for some swarm intelligence algorithms. Anyway, I'll need a good performance on large number of interacting agents.
ObjectLocator's purpose is to locate physical objects closest to specified one. It uses a tile array over the two-dimensional "world". The search is done over closest tiles in spiral manner.
Invoked to detect which agents should interact each with other, it notably reduces the closest/fittest agents search time (compared to one-to-one search). This implementation gives real-time performance for over 10000 uniformly spread interacting units (for 200x200 tiles). I may append performance charts later.
ObjectLocator's purpose is to locate physical objects closest to specified one. It uses a tile array over the two-dimensional "world". The search is done over closest tiles in spiral manner.
Invoked to detect which agents should interact each with other, it notably reduces the closest/fittest agents search time (compared to one-to-one search). This implementation gives real-time performance for over 10000 uniformly spread interacting units (for 200x200 tiles). I may append performance charts later.
Labels:
agents,
game engine,
java,
swarm intelligence
Hello, Collective!
This blog was created to share/track some ideas/implementations from my programming hobby. Other stuff that conquers my attention will also come here. I'll try to keep it updated at least once in a week, to keep track on progress. Any source code published here can be used as freely as you like (doomsday machines excluded).
And yep, I am a MBTI fan, ENTP in nature :)
P.S: Would appreciate a hint to how and where can I host some applets.
And yep, I am a MBTI fan, ENTP in nature :)
P.S: Would appreciate a hint to how and where can I host some applets.
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