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I am thinking about this same problem. Like mentioned in another answer I am thinking about having different noise sources at different scales control different parts of generation. Even with that guidance there is still the question of how to implement generation? Let's imagine you have a "Structures Coordinate System" (SCS) defined with a granularity ...


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This is indeed a common and open problem in robotics and ai. When the search space is becomming too large, consider to use stochastic approaches. For planning or path finding, Rapidly Exploring Random Trees (RRT) are a promising method to efficiently find asymptotically optimal solutions. The basic idea is to start at some initial configuration (i.e. foot ...


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Try rendering the stars at full resolution, and building a mipmap. A mipmap is a "pyramid" of images, each at a different scale. At the "top" of the (upside down) pyramid is the original image. The next level is the same image at half-scale. And so on. GPU can produce mipmaps (opengl, directx I'd imagine too), though such a map is prolly too large to do it ...


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One obvious error in your current implementation is that you should combine nodes based on their total area, and not total radius. Otherwise you're overstating the visual effect by a squared factor - remember the area formula, pi*r^2. But you'll still run into other artifacts. An obvious one is that when you are zooming or refining your detail, there will ...


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I found that the reason is my event queue realization and the second reason is that I use OS cursor (OS cursor is hardware accelerated). Mouse position is current mouse position obtained from GLFW, lag - difference between current position from GLFW and from event system. Here is approve:


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So, you say, that when you update the cursorPosition variable you update the cursorPositionPrev variable too. This is not a good idea and this could be one of the reasons why it goes a bit slower than your mouse. Your update method gets called 60 times per second, but the mouse listeners can run way more times in a second. So, let's imagine this: your ...


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Tic-tac-toe is a great target to try to write an AI when learning a new language. These steps are proven to maximize your chances in the game. You always draw with perfect play of both opponents and win if opponent makes a mistake. You should check these conditions in the order they appear: (1) If this is the very first move - take a corner (or the center). ...


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There's not much mention of the nitty gritty because basically this is the hard part, and it depends on your situation. A* is an easy algorithm to implement but translating from real world maps to actual data nodes is not a pleasant problem. The approach I use in my game is to use collision detection to fill up a big 2d grid with the unblocked areas. But ...


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After doing some more research I finally find a solution based on this post: java-merge-adiacent-rectangles-into-a-polygon Here is my solution process sequence in general: Extract all edges from the tiles into a EdgeArray Remove all the edges that has a duplicated one in the EdgeArray this will leaving only the Edges of the merged poly contour I want ...



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