Algorithmic Planet Generator

Posted on December 24, 2017. Filed under: Uncategorized | Tags: , , , |

Algorithmic Planet Generator Dice-based, manual system for generating planets, all documented in a GoogleDoc sheet. Similar to Traveller’s system, according to one redditor. See also: Algorithmic Planet Generator — Free resource for anyone who needs solar systems for RPG or 4X gamedev [reddit]

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Hexagon grids: coordinate systems and distance calculations

Posted on December 11, 2017. Filed under: Uncategorized | Tags: , , , , |

Hexagon grids: coordinate systems and distance calculations [A] poorly implemented hex grid, at the base technical level, has the potential to create massive headaches for me (the programmer) and millions of wasted CPU cycles. The reason for this is the very nature of trying to assign Cartesian coordinates to a honeycomb grid. Quite frankly, all […]

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The biggest list of game development resources on the web

Posted on December 30, 2016. Filed under: Uncategorized | Tags: , |

The biggest list of game development resources on the web This is a huge list of links to gamedev related sites (there are 100+ categories):

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Name generation in Java

Posted on July 18, 2016. Filed under: Uncategorized | Tags: , , , , |

The four main methods of name generation. Fully documented & implemented in Java

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Hexagonal Grids for Games

Posted on June 2, 2013. Filed under: Uncategorized | Tags: , , |

Hexagonal grids are used in some games but aren’t quite as straightforward or common as square grids. I’ve been collecting hex grid resources for nearly 20 years, and wrote this guide to the most elegant approaches that lead to the simplest code, largely based on the guides by Charles Fu and Clark Verbrugge. I’ll describe […]

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