196 reputation
28
bio website n/a
location Guildford, United Kingdom
age 22
visits member for 1 year, 11 months
seen May 26 at 1:48

Computer Science student at the University of Surrey


Jun
17
awarded  Caucus
Jun
17
awarded  Constituent
May
31
awarded  Editor
May
31
revised How do I implement a programming system in my game that is both accessible, powerful, and fast to code in?
deleted 3 characters in body
May
31
comment How do I implement a programming system in my game that is both accessible, powerful, and fast to code in?
@PashaS Indeed it is, I guess thats part of the price you have to pay to try and get the best of both worlds.
May
30
answered How do I implement a programming system in my game that is both accessible, powerful, and fast to code in?
Mar
11
awarded  Enthusiast
Mar
10
comment How can I create a 3D point cloud in WPF?
Possibly not ideal, you may wish to learn about using vector buffer objects and such. I'm by no means an expert on the subject though, only just getting into OpenGL myself, there may be better ways that I'm unaware of.
Mar
9
comment How can I create a 3D point cloud in WPF?
There are far too many tutorials to list, but the rough thing you'll want to do is probably (using the old pipeline for simplicity); draw GL_POINTS using glVector3f(x,y,z) and use gluLookAt() for the camera that rotates around the cloud.
Mar
9
comment How can I create a 3D point cloud in WPF?
To achieve what you want to do in OpenGL for example wouldn't be too hard at all, if you genuinely don't need the lighting and such then you simply wont need to learn about nor implement it. And then if you wanted to extend what you'd done with it, it would be much easier than porting over from something else.
Feb
21
comment Territory patrol planning
Indeed, it is imperfect. Perhaps rather than using the agents as seeds for the region grow, seeds could be planted randomly initially (one per agent). Once the region grows have finished, maybe a balancing step could be performed, treating each region like a class cluster with tiles as nodes. KNearestNeighbour or KMean or similar could iterate until some form of convergence, whereupon the regions could be regarded as roughly balanced, with each agent then being assigned to the nearest seed (euclidean distance?). (I think I am probably overcomplicating this, there has to be a simpler way...)
Feb
21
comment Territory patrol planning
Perhaps you could look at some image processing techniques for ideas? Various region growth algorithms running concurrently could emanate from each agent until all tiles belonging to their team have been assigned a patrolling agent.
Feb
19
awarded  Analytical
Feb
19
awarded  Citizen Patrol
Feb
19
awarded  Critic
Feb
19
awarded  Supporter
Feb
16
awarded  Teacher
Feb
16
answered Better quality texture when zooming
Aug
6
awarded  Autobiographer