Procedural Cave Generation in C# & Unity

Ever wondered what it is like to program computer games? Or even better, what it is like to program programs that program your computer games for you? Then welcome to the wonderful world of procedural game design, such as Spore, Borderlands, and No Man’s Sky. Recently, I have been watching and greatly enjoying this Youtube…

Beating Battleships with Algorithms and AI

Past days, I discovered this series of blogs on how to win the classic game of Battleships (gameplay explanation) using different algorithmic approaches. I thought they might amuse you as well : ) The story starts with this 2012 Datagenetics blog where Nick Berry constrasts four algorithms’ performance in the game of Battleships. The resulting levels…

Animated Snow in R, 2.0: gganimate API update

Last year, inspired by a tweet from Ilya Kashnitsky, I wrote a snow animation which you can read all about here.  Now, this year, the old code no longer worked due to an update to the gganimate API. Hence, I was about to only refactor the code, but decided to give the whole thing a minor update. Below,…

Bellwoods: A procedurally generated game in only 13 kilobytes

JS13K Games is a competition where developers are challenged to create an entire game using less than 13 kilobytes of memory. Creative developer Matt Deslaudiers participated and created Bellwoods: an art game for mobile and desktop that you can play in your browser. The concept of the game is simple: fly your kite through endless fields of colour and sound,…