I am Herman Tulleken.
I have an honors degree in computer engineering, and I have been making games professionally since 2006, working for Luma Arcade, InnovationLab, I-Imagine and ICE and for many others as a freelancer. In 2013 I partnered with friend / colleague Jonathan Bailey to start a new game-tools business Gamelogic. In 2015 we started a community of game developers in Chile, which became GameDev Planet in 2016. In 2017 we started Plinq, where we make games to help organizations actively engage with their customers.
I have written on many game development and related topics (on Gamasutra and others). You can get a full list on my Writing page.
On occasion I also compose the odd piece of music, mostly for piano.
A while back I wrote about a simple texture algorithm that I have been exploring. The Python implementation was very slow – so much, that I decided to implement it in C++ to see what performance gain I would get. Surprisingly, the C++ version is about 100 faster, if not more. I expected a decent increase, but what once took several hours can now be done in a minute!
Continue reading “A simple texture algorithm – faster code and more results”
Random steering is often a useful for simulating interesting steering motion. In this post we look at components that make up a random steering toolkit. These can be combined in various ways to get agents to move in interesting ways.
You might want to have a look at Craig Reynolds’ Steering Behaviour for Autonomous Characters — the wander behaviour is what is essentially covered in this tutorial. The main difference is that we control the angle of movement directly, while Reynolds produce a steering force. This post only look at steering — we assume the forward speed is constant. All references to velocity or acceleration refers to angular velocity and angular acceleration.
Whenever I say “a random number”, I mean a uniformly distributed random floating point value between 0 and 1.
Continue reading “Random Steering – 7 Components for a Toolkit”
I use this code to illustrate many of the tutorials on this site, and the articles I write for Dev.Mag. Ideally, I would like to package the code so that it is the minimal necessary for the particular tutorial; however, a lot of the code is reused, so that it becomes difficult to maintain. Instead, I distribute it all together. That way, new updates and extensions can be found in one place.
The current version includes classes and functions for:
- easy-syntax 2D and 3D arrays (for example, you can use grid[1:20:2, 2:3:20] to access the pixels in every second column (starting with column 1 and ending before column 20) and every third row (starting from row 2 and ending before row 20) (docs);
- general image utility function (docs);
- perlin noise (docs, tutorial);
- poisson-disk sampling (docs, tutorial);
- texture generation algorithms (docs, tutorial);
- quadtrees (docs, tutorial part1 and part 2);
- classes for generating random points (1D and 2D) from arbitrary distributions (docs, tutorial);
- functions for blending between images (for smooth transitions between regions in seamless tile sets) [see blend_demo.py, tutorial]; and
- functions for image quilting (under construction).
A few notes:
- The code is not optimised, and in general convenience and clarity takes precedence over speed. This code is not suitable for many applications where speed is important.
- The code will change often. At this stage I do not try to make it backwards compatible.
Python Image Code v0.6
python_image_code_v0_6.zip (593 KB)
Requires PIL (Python Image Library).
This version includes some of the dependencies that accidentally got left behind in the previous version.