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12 Jan 2012

Lesson Five Personal Game Hints

During the last half of the lesson, Seb wrote a simple game to aid us in the process of writing our own. He showed us how to build a simple in-game and game over state, a score system and how to detect moving collisions.

Towards the end of that session, he stood infront of the whiteboard, pen in hand, and went around each of us, asking what our game concept was. Seb gave each one of us personalised feedback to ensure we were a-okay before we set off to write our games!

Feedback

Seb knew what Helicopter was, I didn't have to explain - what a surprise! He figured I'd want a cave and suggested that I used Perlin noise as the algorithm to produce the random, smooth scape I required.

...as demonstrated above, we can use a random number generator to produce values with uniform and non-uniform distributions. However, in each of these cases, there is no relationship between a given random and the next random produced in sequence by the generator. Perlin noise (invented in the 1980s by Ken Perlin), however, allows us to produce a naturally ordered ("smooth") sequence of numbers.
Source: http://www.shiffman.net/teaching/nature/week-1/


Source: http://freespace.virgin.net/hugo.elias/models/m_perlin.htm

Having not used Perlin noise before, I knew it'd be a challenge, but one that'd pay off.