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Create random number filtering devices using the VectorChanceTree

If you are curious why we would need to filter random numbers that come out of a PRNG, then we should probably get you a full set of the Game Programming Gems series. The problem with a PRNG or even a full scale NSA class RNG is that random results aren...
Posted by Justin Rogers | 4 comment(s)
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Creating a fixed impression ad rotation device from the VectorChanceTree

Time for some real world scenarios. I've mentioned quite a few, but the first one I'm going to implement is an ad rotation generator, even though, I haven't talked about ad rotation up to now as a possible use. Well, now I am, the VectorChanceTree happens...
Posted by Justin Rogers | 1 comment(s)
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Upgrading a probability selection tree to a binary indexed array for dynamic probability changes

I'm focusing here on using C# as the primary language, so there are certain assertions I won't be able to make because of the way the language works. For instance, a binary indexed array is almost always faster in C/C++ than a tree structure, but in C#...
Posted by Justin Rogers | with no comments
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Probability selection using a chance tree. Solutions for standard and loaded dice.

These current solutions are just for dice and loaded dice, but I need to get across the basic data structure in order to explain an enhancement we can make to allow our probability trees to be fully dynamic. I'll start by examining the process of dice...
Posted by Justin Rogers | 5 comment(s)
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Quickly vaidating chess moves, a mixture of performance and ingenuity. [Edit: 6:45 Oct 5th]

Validating a chess move you need the source location and the destination location. That way you can do some basic boundary checks. We'll assume that your source and destination fall in a specific and validated range on the board. For a 0 offset array...

Game Development: Book resources for users interested in more in-depth world generation discussion.

I think every book kind of covers world generation in an off-handed manner. There are very few books actually focused on the process of world generation alone. By world generation, I don't just mean the creation of terrain, and I'm instead talking about...

A quick travelling salesman resources before I get some shut-eye in case anyone tries the Squirrels .NET application

Squirrels gathering nuts in turn comes out to one of the larger problems in computer science, that of the travelling salesman. We are looking for an optimal, or least moves route to complete some tour. Since the two problems are related, but aren't exactly...

An old programming contest reborn: Programmer of the Month (1993-2000)

I don't recall very many of the programming contests I entered in the past decade, but it is possible I tried my hand a few times at previous incarnations of the POTM. If you hae the will to not use .NET then you can head over and try it out. http://dinsights...

Physics Installment #1: On the road to collisions

My math installments have been very popular, but I really need to jump into a more specialized mathematics in the form of equations that pertain to physics. We are going to be covering the basics of collisions today. These are very basic, in that we'll...

Math Installment #4: Bounding Regions

There may already be a few entries on bounding regions that I posted many months ago. At one point I think I described some different types of bounding region scenarios including strict and relaxed fit scenarios. To add some math to this a strict region...
Posted by Justin Rogers | with no comments
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