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C Tricks

I update this document with different C tricks I come across that I find useful.

Maybe you’ll find some of these tricks useful too.

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Tri-Color Garbage Collector

Garbage collectors can seem magical, but their essence is quite simple.

Here I discuss and walk through an experimental tri-color garbage collector written in C.

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You Are The Cook

What a shame that so many people lead the same basic life.

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Genetic Algorithms

Using computers to simulate breeding to search for optimal fitness.

This article discusses the basic strategy I used to create breeding bunnies, in my Ludum Dare 31 entry, Bunnies!

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Ludum Dare 31 Live-Blog!

Live-blogging my Ludum Dare 31 experience. Most recent entries are on top. I’ll plan to post about once an hour (while working). You’ll have to manually refresh the page to get updates. Follow and comment on twitter @velipso. All timestamps in EST.

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Shunting Yard (Part 3)

Let’s continue adding to our Shunting Yard code base.

In Part 2, we created operator precedence. This allowed us to delay application of operators indefinitely, using a stack. Next, we’ll focus on adding parentheses, so that the end-user can manually override precedence.

Series: Part 1, Part 2, Part 3, …

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Odyssey (LD30) Postmortem

Results are out for Ludum Dare 30, and my game Odyssey did pretty damn good!

Rank (of 1493) Category Rating
#13 Fun 4.11
#24 Theme 4.16
#34 Overall 4.00
#60 Innovation 4.00
#200 Mood 3.45
#269 Audio 3.22
#337 Humor 2.71
#484 Graphics 3.19

The #13 ranking in Fun just blows me away! My aggregate rating is 93.6% (+0.1% from last time).

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Shunting Yard (Part 2)

Let’s continue building a general purpose Shunting Yard algorithm.

We left off with bare-bones skeleton that implements a shunt to delay building of the abstract syntax tree (AST). Our skeleton left a lot to be desired. For this article, we’ll implement operator precedence.

Please read Part 1 first, since the code here builds directly on the source from that article.

Series: Part 1, Part 2, Part 3

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Procedurally Generated Planet Textures

Using Perlin noise to generate planets.

When creating Odyssey, I used this basic technique to generate unique planet textures for every level.

(Much cheaper than hiring an artist 😛)

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