TALLMOVE

Game Development

Engines, loops, navigation, and the systems that make simulated worlds tick.

Engine Architecture

Game Engine AnatomyGame SystemsECS ArchetypesThe Game Loop & Delta Time

Simulation

Integration: Forces into Motionin review

core · ~25 min

A particle on a spring, stepped three ways: explicit Euler spirals out, semi-implicit Euler holds its orbit, Verlet hugs the exact curve. Why the order of two updates decides it.

Collision Detectionin review

core · ~25 min

Judge every pair of bodies by the boxes around the shapes first, give only the survivors the test their shapes need, and record each hit with the normal and depth a response pushes along.

Spatial Hashingin review

core · ~20 min

File every point under the grid cell its coordinates floor to, then find who is near here by probing only the cells a radius can touch: the neighbour search behind flocks, collisions, and fluids.

Quadtreesin review

core · ~20 min

A box that holds a few points and splits into four when it holds one too many: a tree fine where points crowd and coarse elsewhere, so a range query skips whole quarters of the field at once.

Steering Behaviorsin review

core · ~20 min

One body, one target, and one recipe: the behaviour names a desired velocity, the push is that minus the current velocity, capped. Seek, flee, arrive, wander, and pursue fall out of it.

Boids: Flocking Behaviorin progress

core · ~20 min

Three local rules, each a capped steering force read off the neighbours in a circle, turn a scatter of boids into flocks nobody leads, splitting and merging round walls and obstacles.

Cellular Automatain progress

intro · ~20 min

A grid of cells, one born/survive rule, every cell deciding from its eight neighbours at once: Conway's Life with its gliders, Seeds that burns through everything, and a majority rule that smooths.

Binary Space Partitioningin progress

core · ~20 min

One wall's line splits the map in two, and each half again, until every side is an empty convex region: a tree built once that gives the painter's order from any eye in a single walk, with no sorting.

Noise

Procedural Generation

Terrain from Noisein progress

core · ~20 min

Two fractal fields read as height and moisture, an island mask that drowns the edges, a sea level, and a ten-entry biome table: numbers become water, sand, grass, forest, rock, and snow.

Caves from Cellular Automatain progress

core · ~20 min

Fill a map with rock at random, run the majority rule a few passes, then flood-fill the chambers it left and keep the largest: a cave level a player can walk all of, from one seed.

Maze Generationin progress

core · ~20 min

A perfect maze is a spanning tree of the grid: carve one wall fewer than there are cells, never closing a loop. Three ways to pick the walls, three textures of maze.

BSP Dungeonsin progress

core · ~20 min

Cut the map in two, and the halves in two, until the boxes are small; put a room in every leaf; then climb back up the tree joining a room of each half. Connected by construction.

Rooms and Corridorsin progress

core · ~20 min

Scatter rooms at random and reject the ones that overlap; join the survivors by a minimum spanning tree over their centres, keep a few loops, and carve an L corridor per link. The roguelike level.

Wave Function Collapsein progress

advanced · ~25 min

Every cell could be any tile; observe the least-entropy cell, collapse it to one, let the collapse propagate, repeat. Local socket rules alone grow a grid where every neighbour fits.

L-Systemsin progress

core · ~20 min

A string rewritten by the same rules every generation, then read by a turtle that steps, turns, and branches: plants, snowflakes, and dragon curves from a one-line grammar.

Shape Grammarsin progress

advanced · ~25 min

Cut a lot into roof, floors, and ground; cut floors into tiles; let each tile choose window or wall. Three kinds of rule, applied breadth-first, derive a building facade from one box.

Game AI

Minimax & Alpha-Beta PruningBehavior Trees

Navigation

Flow Fields

Multiplayer