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2023
The Non-Computer Science behind Genetic Algorithms
Validating the joy of simulating natural selection and genetics on my computer with tediously explained science. Continue reading The Non-Computer Science behind Genetic Algorithms
Benchmarking an Old Chestnut: Dead Horse Edition
One more pass on the oddly-recurring value puzzle. There’s always a more optimal method. Continue reading Benchmarking an Old Chestnut: Dead Horse Edition
Benchmarking an Old Chestnut
Testing linear vs. quadratic time-complexity to reluctantly prove myself not wrong. Continue reading Benchmarking an Old Chestnut
A Simple Sandwich, Contorno
Refactoring for a more declarative, functional lunch with friends… Continue reading A Simple Sandwich, Contorno
My 2023 Philosophy
A longwinded snapshot my personal ethos for reference and self-improvement. Continue reading My 2023 Philosophy
2022
A Simple Sandwich, Part II
Adding competence, if not intelligence, to a heartless universe. Continue reading A Simple Sandwich, Part II
A Simple Sandwich, Part I
A deeply silly exploration of sandwich-building instructions in Ruby, inspired by assumptions we make about abstraction and some amusing cruelty to children. Continue reading A Simple Sandwich, Part I
Background Engine Enhanced with Hyperspace and Chaos Modes
Continue reading Background Engine Enhanced with Hyperspace and Chaos ModesPoof! It's a Background Engine! (And More Ideas)
Continue reading Poof! It's a Background Engine! (And More Ideas)Better Seeking-Shot Powerup Animation and Ideas
Continue reading Better Seeking-Shot Powerup Animation and IdeasBeam-Attack Optimization and Point-Defence
Continue reading Beam-Attack Optimization and Point-DefenceTrail Effects and End-of-Game Bonus
Added the ability for entities to create after-images; added remaining-lives bonus on the win-screen; fixed a game-breaking bug. Continue reading Trail Effects and End-of-Game Bonus
2021
Health Bars and the Grand Unification of Entities
Continue reading Health Bars and the Grand Unification of EntitiesStraight-Flyer Archetype, Formation Spawning, and Asterdroids
Continue reading Straight-Flyer Archetype, Formation Spawning, and AsterdroidsStraight-Shooter Droids and Player Percentage-Shields
Continue reading Straight-Shooter Droids and Player Percentage-ShieldsVersion Control and Bullet Steering Behaviour Upgrade
Continue reading Version Control and Bullet Steering Behaviour UpgradeBetter Wave-Spawning and Incremental Debris
Continue reading Better Wave-Spawning and Incremental DebrisWave Spawning, Armoured Asteroids, and The Carrier
Continue reading Wave Spawning, Armoured Asteroids, and The CarrierVisual Asteroid Distress, Meaningful Recoil, Asteroid Physics
Implemented a system to visually indicate the percentage of enemy health remaining. Continue reading Visual Asteroid Distress, Meaningful Recoil, Asteroid Physics
Tutorial Over: Going Off-Book!
On completing the tutorial, I now start adding features and a framework for building out more of the game according to some features I’ve been kicking around. Continue reading Tutorial Over: Going Off-Book!
Game Over Screen and Reset
Added a screen to show final points on game-over, plus “press R to restart.” Continue reading Game Over Screen and Reset
Base-Classed Enemies
To make new enemy types and minor variations easier to implement (and to avoid a massive pile of duplicated code in each enemy), I wanted to create a base class for all enemy entities. Continue reading Base-Classed Enemies