Exploring Terrain Generation Algorithms
I’m exploring #programming a bunch of #terraingeneration #algorithm, to see how they work and which ones look nice. So far I’ve tried out the Midpoint Displacement and Diamond Square algorithms…
29 posts tagged C Programming
I’m exploring #programming a bunch of #terraingeneration #algorithm, to see how they work and which ones look nice. So far I’ve tried out the Midpoint Displacement and Diamond Square algorithms…
I’ve built a joystick interface for my Agon Light, using a PCB I found online. This is an improvement on the last time I did this and just stuck wires in the GPIO ports.
How to write code for the Agon Light (and Console8) using C instead of BASIC, under Linux. It might work with WSL2 in Windows, and it might work on a Mac.
Thanks to @hobbified on YouTube, making the EPA logo look correct was quite straight forward…
Because why not, it looks simpler than it really is and we’ll get to fall down a rabbit hole trying to draw the Energy Star logo.
Come back to a time when 640k was enough, and when a 486 DX2/66 was considered a fast computer. None of this modern multi-core rubbish or branch predicting exploitable nonsense here. Just you, me, DOS and a C compiler.
This is part two, go read part 1 first.
The modern world is far too complex. Software has become piles of APIs stacked on top of each other, running on virtual machines inside browsers. Even the CPUs themselves are too complex for anyone to understand.
In this video, I’ll show you how I built a tilemap system from scratch in C for the Agon Light, and integrated it into my existing game engine. Getting the physics engine to handle collisions with the tilemap was no easy task, but I’ll walk you through how I made it work. On top of that, I explore some game design, sketching out ideas for where the game is heading.
… because it’s so realistic you still have to put up with the same problems you had 30 years ago…