Herman Tulleken

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Herman Tulleken is a freelance game developer. He sees computers as a necesary evil to make cool games, and likes to torture the bitbrains with programs that overheat their CPUs. He really wants to run the world, but for now, the only thing he runs is this site. [Articles]

 
Implementing and Debugging the Perlin Noise Algorithm

One of the most visited articles on our site – How to Use Perlin Noise in Your Games – also caused the most problems. The pseudo-code contained an alarming number of bugs (one of the nastier ones is depicted above), which made it difficult to implement. Readers pointed out these in the comments, and so [...]

 
Bézier Path Algorithms

This tutorial provides some algorithms useful for working with Bézier curves: determining the length of a piece of curve; interpolating a set of points with a Bézier path; and reducing a large point set to a smooth Bézier curve.

 
How Are Puzzle Games Designed? (Conclusion)

A distillation of the five puzzle game design interviews, taking together advice from Rob Jagnow, Guy Lima, Ted Lauterbach, Teddy Lee, Dave Hall and Teddy Lee.

 
How are puzzle games designed? Guy Lima

Dev.Mag talks to Guy Lima, one of the founders of Ragtime Games, on how he and his team designed the puzzles for Continuity, the sliding-tile platform puzzler.

 
How are puzzle games designed? (Introduction)

This article gives some background information on puzzle games, and sets the stage for a set of interviews on puzzle game design.

 
Bézier Curves for your Games: A Tutorial

A Bézier curve is a type of curve that is easy to use, and can describe many shapes. This guide gives instructions for implementing algorithms for using Bézier curves in your games.

 
Desktop Dungeons: Design Analysis (Part 2)

In this second part of analyzing Desktop Dungeons, we look at how choices are given meaning not only through their complexity, but also through the role they play in structuring an experience.

 
Desktop Dungeons: Design Analysis (Part 1)

This is the first part of an in-depth look at the design of Desktop Dungeons, the South African game that won the Excellence for Design Award at the IGF. In this part, we look at the player actions, choices, and tension.

 
Quadtrees: Implementation

Quadtrees are 2D data structures, useful for efficient representation of 2D data (such as images), and lookup in a 2D space. This is a simple implementation tutorial.

 
Using graphs to debug physics, AI, and animation effectively

This article shows how to implement a simple graphical logging system to find errors in physics, AI and animation faster.

 
Make your logs interactive and squash bugs faster

Text files can be messy when logging events from games. In this article, Herman Tulleken shows you how to use HTML, CSS and JavaScript to build visually informative logs that make debugging easier.

Guerrilla Tool Development

 Posted by Herman Tulleken on 23 October 2009  Development, Programming  5 Responses »  Tagged with:
Oct 232009
 
Guerrilla Tool Development

I have a weak spot for cool game development tools. Not the IDE, or art or sound tools – I mean the level editors, AI construction tools – those that developers develop specifically for their games. Those that you know could help you multiply your content, and craft your game just a little bit better.

Aug 252009
 
Basic Vector Recipes

This tutorial covers basic algorithms with vectors.

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