BBeck's Profile User Rating: *****

Reputation: 570 Enlightened
Group:
Expert
Active Posts:
1,271 (1.49 per day)
Joined:
24-April 12
Profile Views:
14,587
Last Active:
User is online 24 minutes ago
Currently:
Viewing Forum: XNA

Previous Fields

Country:
US
OS Preference:
Windows
Favorite Browser:
Internet Explorer
Favorite Processor:
Intel
Favorite Gaming Platform:
PC
Your Car:
Who Cares
Dream Kudos:
100
Expert In:
Game Programming, XNA

Latest Visitors

Icon   BBeck is experimenting in his gaming lab. Don't be alarmed if something explodes.

Blog entries

The Gamer's Algorithms to Goove By > The Skybox

Posted 21 October 2013

So we've basically covered how to make a functional terrain, but just turning the background blue may not make for a very convincing "sky". This next algorithm is probably the most simple, but is so commonly used in 3D games that it may be one of the more important ones.

Basically, a skybox is just a big cube that is textured with a...

Read Full Entry →

The Gamer's Algorithms to Goove By > Terrain Erosion

Posted 30 September 2013

We've come a long way in procedural terrain generation from the "Brute Force Terrain" algorithm to "Fault Line Terrain Generation". But the problem with Fault Line terrain generation is that it produces a "mountain range" of terrain that is all but completely un-usable.

Now we're going to talk about an...

Read Full Entry →

The Gamer's Algorithms to Goove By > Terrain Collision

Posted 26 September 2013

Well, I had not really intended to make this blog about generating terrains, although so far that's exactly what its become. But since I'm on a roll, I might as well go all the way with it.

Probably the primary thing we are missing at this point is collision detection with the terrain. I've seen a whole lot of terrain tutorials on the...

Read Full Entry →

The Gamer's Algorithms to Goove By > Fault Line Terrain Generation

Posted 11 September 2013

There are several ways to generate a terrain including the Diamond-Square algorithm. However, the "Fault Line" algorithm is very simple and very useful, especially when you apply a filter to simulate natural terrain corrosion to smooth out the results.

I'm going to primarily discuss this as a continuation of this series from the...

Read Full Entry →

The Gamer's Algorithms to Goove By > Maps: Using Image Files to Store Data

Posted 11 September 2013

This is a 2D, I mean 3D, algorithm. Actually, it's both. I'll explain why.

I started to discuss Height Maps as they pertain to the terrain we discussed in the "Brute Force Terrain" algorithm and realized that maps are much more ubiquitous than just height maps.

As a programmer, I'm sure you're familiar with arrays....

Read Full Entry →

My Information

Member Title:
Here to help.
Age:
Age Unknown
Birthday:
Birthday Unknown
Gender:
Location:
Dallas, Texas, US of A, Planet Earth, Sol System, Milky Way Galaxy
Interests:
Rock music composition and performance, Grunge Music, Bebop (think Thelonios Monk), Swing (think Cab Calloway), Gaming, Astronomy, RPGs, Scuba, Sail Boats, Furniture Building, Cooking, Rocky Patel Cigars, Character Driven Dramas(like HBO's Deadwood), Story Telling (plot writing), Linguistics, Economics, Target Shooting, Electronics (don't know as much as I'd like to), all aspects of 3D game programing including music, physics, modeling, texturing, annimation, probability, AI, lighting, etc., Texas Holdem' Poker, Learning, Dogs, the love of my life (my pit bull), guns (especially 19th century black powder), putting make-up on ogres, etc.
Programming Languages:
C, C++, C#, Visual Basic, Java, Pascal, T-SQL, HTML, FoxPro, ASP.Net(very little), Assembler, Machine Code(conceptually anyway)

Contact Information

E-mail:
Private
Website URL:
Website URL  http://VirtuallyProgramming.com

Comments

Page 1 of 1
  1. Photo

    BBeck Icon

    11 Aug 2013 - 04:27
    Generally, yes. :-)
  2. Photo

    aaron1178 Icon

    10 Aug 2013 - 00:42
    You wouldn't happen to get high marks in written exams would you ;)
Page 1 of 1