GameDev Book
  • Introduction
  • Math
    • Trigonometry
    • Vectors
    • Hexagon grid math
    • Line Intersection
    • Cubic Bezier curves ("shoot into a pillow")
    • Voronoi Maps
  • Graphics
    • A Low-Res Display in Unity
    • Raycasting for a first-person city display (as seen in Cars64)
    • Pseudo3d for roads (as seen in Driving64)
    • Raycasting for terrain (as seen in Comanche's "Voxel Space")
  • Game Systems
    • Item Registry
    • Behavior Variables
    • Game State Stack (aka "Action Stack")
    • Visibility - 3d Fog of war (Joy Division progressive horizon)
    • Visibility - 2d shadow casting
    • Spatial Partitions
      • Grid
      • BSP
      • k-D Tree
      • "loose" Octtree
    • Generating code from a Domain-Specific Language
  • AI
    • Behavior Trees
    • Influence Maps
    • Neural Nets
    • Genetic Algorithms
    • Racing Line
    • Flocking using Craig Reynolds' "Boids"
    • Monte Carlo Tree Search (MCTS)
    • Pathfinding: Disk-based corridor map
    • Shoot-em-up waves
  • Physics
    • Physics using Particle Systems
    • Car Physics
  • Procedural Content Generation
    • Terrain Generation
    • Markov Chains for pronounceable names
    • Constrained Tile Placement
    • Maze Generation
  • Sound / Music
    • Procedural Sound Generation
    • Adaptive Music System
  • User Interface
    • Steering systems
      • Virtual joystick
      • Drag in viewport
    • Bitmap Font Rendering
    • Vector Font Rendering
  • Appendix: Ludography
    • Games I've worked on
    • Other Games worth checking out
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A Low-Res Display in UnityRaycasting for a first-person city display (as seen in Cars64)Pseudo3d for roads (as seen in Driving64)Raycasting for terrain (as seen in Comanche's "Voxel Space")
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Last updated 5 years ago

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