A fractal is a pattern that repeats at different scales. We call these shapes “self-similar”. While they have only been known as fractals since the 1970s, they were first described by Leonardo da Vinci in the 15th century…
A grid with a ‘spring’ at each intersection. The springs act as a rubber band, where you can apply a directional force to ‘pull’ the band, creating a warping effect…
A Finite-state Machine (FSM) is possibly one of the most popular data structures for game AI programming (and it also has proven popular outside the domain of game AI).
A repository of steering behaviours that will help you create autonomously moving game characters. Behaviours include alignment, avoidance, cohesion, pursue, flee, path following, hiding, separation, wall avoidance, and wandering.
A simple event based debug message queue. Easily display messages on-screen for a set amount of time from anywhere in your codebase.
In biological evolution, a population of individuals in a species represents a generation; members of this population mate to produce a new generation with characteristics of both of its parents. This process allows the species to survive and adapt to changes in the environment, albeit very slowly.
This project provides a method of implementing a rewind effect in your game (similarly to that found in games such as Braid).
Creating and destroying objects is an expensive process. An Object Pool helps to improve your games performance by retrieving objects from a fixed pool that was previously instantiated.
The audio queue is an implementation of an event queue. An event queue holds a queue of events/messages/any object that requires processing. Using this technique, you decouple when an event is sent from when it is processed.
A game event can be anything that other game objects could be interested in. The player dying, an explosion going off, and a coin being collected can all be classed as events. There is often a need to notify other entities when these actions occur without tightly coupling the entities…