Originally posted on digitalerr0r:
Last week I attended the Northern Game Summit, an awesome event hosted in Kajaani Finland. The event gathered somewhere around 700 attendees who all got one thing in common – creating awesome games.
I was lucky enough to be invited there to keep three presentations around Unity and game development. My talks was around getting started with developing games, getting your games published to Windows Store and Windows Phone Store, and how to get connected using the cloud.
Most of my content was based on my Unity for Windows tutorial series – but the coolest thing was the networking and meeting some of the guys behind Angry Birds, Badland, EVE Online, Alan Wake and a lot of motivated startups and students with one thing on their mind – trying to create good games, and experience worth hours of gameplay for us consumers.
Somehow, Finland manages to create games that…
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Originally posted on Sprite Kit Lessons:
For anyone that stumbles onto this blog, you’ll probably be interested in some “premium” video tutorials. Assorted code snippets are great, but there comes a time for epic learning, and that can best be delivered with a real project and video tutorials. My latest Sprite Kit lesson is 8 hours long (divided up into shorter 10-20 minute movies) and covers a long-time favorite topic of mine, Role Playing Games!. I’ll give you a brief overview of the lesson below, but you can find out more at the sales page.
Each level is a physics based world, one thing we will do early on is program our own debug borders around the physics objects. This way we can see exactly what the collision area is around the world, characters, etc. This was an easy option to turn on with Cocos2d, but unfortunately with Sprite Kit, you need to do a…
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Originally posted on Sean Hogan Game/Stuff/Devblog:
While working today, I decided on something sort of interesting with one of the entities in the game. It arose accidentally.
In Even the Ocean, there are entities which launch water very quickly. It’s magic water though (…or something!), and when you touch it, your velocity becomes the same as the water – so the bullets launch upwards, thus, you kind of get boosted upwards into the air when touching a bullet.
I can choose how many “bullets” each entity launches – I set the default to five. The bullets all launch at the same time, but have staggered velocities (i/n * max_vel, where i = bullet index, n = nr of bullets). The way I set the velocity of the player is: if on a frame of the game, the bullet touches the player, then increment a “push velocity” counter which will be added to the players velocity…
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Originally posted on ThatsMaths:
This week’s That’s Maths in The Irish Times ( TM030 ) is about Linear Programming (LP) and about how it saves millions of Euros every day through optimising efficiency.
A Berkeley graduate student, George Dantzig, was late for class. He scribbled down two problems written on the blackboard and handed in solutions a few days later. But the problems on the board were not homework assignments; they were two famous unsolved problems in statistics. The solutions earned Dantzig his Ph.D.
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Originally posted on ahmetsaracoglu:
Depth Search is an algorithm that traverses a graph to find an item, the logic behinds this search is this, Let’s assume that the first node be A, and I am looking at the neighbour of A node and there are 3 neighbours, B,C,E are the nodes alphabeticaly in order.
The first node to be visited in this list is B, after, I am going to visit the neighbour of B’s node, and it has only one neighbour, and that is D, now the turn is D’s neighbour and that is only one, final node is G.
Then, the tour is A, B, D, G and if the item being searched has been found on this stage, then we terminate the process, if we can not find it, then we should backtrack from G to the previous node, and that is D and now I am searching D’s neighbours except G…
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Originally posted on Harder, Better, Faster, Stronger:
Today, let’s talk about hash tables. Or, more precisely, one type of secondary probing technique, one that uses some number theory—but not quadratic residues, just relatively prime numbers.
I don’t know if you’re like me, but it often bugs me when I read something in a textbook that seems to make sense, but is claimed without proof nor demonstration (oh, I think I said that before). That seems to happen particularly often when I read stuff about data structures, and this time I decided to explore one of those claims.
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Originally posted on The Golden Age of Technology:
String algorithms are a traditional area of study in computer science and there is a wide variety of standard algorithms available. The more algorithms you know, the more easier it gets to work with them :) As the title of the post says, we will try to explore the z-algorithm today. Lets first formulate the problem statement and a couple of definitions. To start with lets look at the below mentioned question (from interviewstreet):
For two strings A and B, we define the similarity of the strings to be the length of the longest prefix common to both strings. For example, the similarity of strings “abc” and “abd” is 2, while the similarity of strings “aaa” and “aaab” is 3.
Calculate the sum of similarities of a string S with each of it’s suffixes.
For the first…
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Originally posted on MyRubyLearning:
Conventional swapping requires the use of a temporary storage variable. Using the XOR swap algorithm, however, no temporary storage is needed. The algorithm is as follows:
X := X XOR Y
Y := X XOR Y
X := X XOR Y
To understand it, think about the PLUS swap algorithm
a = a + b
b = a – b
a = a -b
interpret XOR: it is a binary PLUS operation without carry.
Originally posted on indignant চান্দু:
Big data does not have a fixed definition, but it only means BIG data. I’m not trying to be funny. I meant to say it out loud: “bb-iii-ee-gg” data. The enormous amount of data could mean Terrabytes, Petabytes and nowadays I read papers about moving on to Exabytes. This will be a series of posts that set aside the technicalities (mostly) and describe my perspective on the current progress, and also what experts in the field say about the prospective outlook.
This is a hot topic nowadays among the journalists since it has found its…
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Originally posted on Ravishing Journey:
In graph theory, the term cycle may refer to a closed path. If repeated vertices are allowed, it is more often called a closed walk. If the path is a simple path, with no repeated vertices or edges other than the starting and ending vertices, it may also be called a simple cycle, circuit, circle, or polygon; see Cycle graph. A cycle in a directed graph is called a directed cycle.
The term cycle may also refer to:
- An element of the binary or integral (or real, complex, etc.) cycle space of a graph. This is the usage closest to that in the rest of mathematics, in particular algebraic topology. Such a cycle may be called a binary cycle, integral cycle, etc.
- An edge set that has even degree at every vertex; also called an even edge set or…
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