MAZES FOR PROGRAMMERS CODE YOUR OWN TWISTY LITTLE PASSAGES
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Unlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration. From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job. You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces. Through it all, you'll discover yourself brimming with ideas, the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics.
Author : Ali Almossawi
ISBN : 9780735222236
Genre : Science
File Size : 82.21 MB
Format : PDF, ePub, Mobi
Download : 892
Read : 1314
The wildly popular author of Bad Arguments returns with a funny, smart introduction to algorithms—those perennially misunderstood, increasingly important problem-solving rules that can save you time and lead to better choices, every day. Why is Facebook so good at predicting what you like? How do you discover new music? What's the best way to sort your laundry? Readers around the world have embraced Ali Almossawi's whimsical illustrations—drawn by his collaborator Alejandro Giraldo—and his funny, clarifying explanations of complex subjects. In fewer than 200 pages, Almossawi demystifies a new topic of increasing relevance to our lives: algorithms. Bad Choices is a book for anyone who's looked at a given task and wondered if there was a better, faster way to get the task done. What's the best way to organize a grocery list? What's the secret to being more productive at work? How can we better express ourselves in 140-characters? Presenting us with alternative methods for tackling twelve different scenarios, Almossawi guides us to better choices that borrow from same systems that underline a computer word processor, a Google search engine, or a Facebook ad. Once you recognize what makes a method faster and more efficient, you'll become a more nimble, creative problem-solver, ready to face new challenges. Bad Choices will open the world of algorithms to all readers making this a perennial go-to for fans of quirky, accessible science books. From the Hardcover edition.
The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programing. The first part of the book presents practical algorithms for solving “classical” topics, such as random numbers, procedural generation, tournaments, group formations and game trees. The authors also focus on how to find a path in, create the terrain of, and make decisions in the game world. The second part introduces networking related problems in computer games, focusing on four key questions: how to hide the inherent communication delay, how to best exploit limited network resources, how to cope with cheating and how to measure the on-line game data. Thoroughly revised, updated, and expanded to reflect the many constituent changes occurring in the commercial gaming industry since the original, this Second Edition, like the first, is a timely, comprehensive resource offering deeper algorithmic insight and more extensive coverage of game-specific networking problems than ordinarily encountered in game development books. Algorithms and Networking for Computer Games, Second Edition: Provides algorithmic solutions in pseudo-code format, which emphasises the idea behind the solution, and can easily be written into a programming language of choice Features a section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets, and probabilistic reasoning and noise generation Contains in-depth treatment of network communication, including dead-reckoning, local perception filters, cheating prevention and on-line metrics Now includes 73 ready-to-use algorithms and 247 illustrative exercises Algorithms and Networking for Computer Games, Second Edition is a must-have resource for advanced undergraduate and graduate students taking computer game related courses, postgraduate researchers in game-related topics, and developers interested in deepening their knowledge of the theoretical underpinnings of computer games and in learning new approaches to game design and programming.
Providing a complete toolkit of software for installing and using Unix, a guide requires no previous knowledge of Unix or Linux, and offers the perfect operating system for accessing the Internet and setting up Internet servers. Original. (All Users).