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Monthly Archives: October 2012
A window, not a world.
Well, to generate the terrain for my android game I did a bit more research. Fractal terrain looks nice, but you have to generate it somehow. One way of doing this is to generate a noise map and tile a … Continue reading
Posted in android, programming
Tagged android, fractal, noise, simplex noise, tiling
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The map IS the territory
OK, so I’m at the point where I have to create the map to fill the tiles to play my game on. To do that, I need a map generation technique. There’s a couple of conditions to any technique I … Continue reading
Posted in android, programming
Tagged android, noise, PCG, procedural, terain, tiling
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Android 9 patches and scaling
Yesterday I decided to pretty up the placeholder UI of my civ/PCG (procedural content generation) map game. I wanted to have some buttons with a background image and, thinking I knew what I was doing, created some ninepatches: Now, this … Continue reading
BTW
I just wanted to note that I’m not pulling my info out of thin air. I’ve got an application (AppGrouper) and a game (Ringi) out on Google Play. Here’s Ringi (available for free!): Making those two taught me a lot … Continue reading
Posted in android, art, programming
Tagged activity, android, applications, PCG, procedural content, programming
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Hello World!
I’ve been programming for a while now. Certain sites have helped a lot in finding my way, but often the most useful things on the internet are the blog posts by other people who have stumbled around the same issues. … Continue reading
Posted in Uncategorized
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