Tag Archives: algorithm

How to Choose Colours Procedurally (Algorithms)

colours

Changing the colours of art can be a great way to increase the amount of content in your game, and add variety and richness. It is relatively easy to implement. What is not always as easy is to get a set of colours that looks nice. This article gives some ideas for choosing colour palettes that look nice. Continue reading

Implementing and Debugging the Perlin Noise Algorithm

perlin_header2 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 helped to make the pseudo-code progressively more correct. But even so, some operations remained unclear, so that I finally decided to replace the pseudo-code with real and tested code. I really hope that all bugs have now been squashed!

In the spirit of this extermination effort, this article gives some pointers to get a version of the algorithm up and running as quickly as possible. It is an extension of the original Perlin noise article, and refers to the code now presented there.

Continue reading

Bézier Path Algorithms

In the article Bézier Curves for your Games: A Tutorial, I introduced Bézier curves and Bézier paths. In this tutorial I provide 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. (Image by snuffyTHEbear).

Continue reading

Basic Vector Recipes

\( \newcommand{\bv}[1]{{\bf #1}} \) \( \newcommand{\bperp}{{\bf perp}} \) \( \newcommand{\bproj}{{\bf proj}} \)


In a previous article I introduced basic vector concepts. In this article, I show how apply the theory to common geometric problems.

Continue reading