Spatial Partitioning on a Low Timebase or How to play Pong with 10 fps or Applied Path to Math

After going a bit through C++ basics with my older son, I dived into a Pacman homage to demonstrate basic Euclidian geometry. The whole game logic and details were covered in this blog. Of course, this was too big to digest in whole, so we pulled back and looked at a simple ball in freefall. Continue reading “Spatial Partitioning on a Low Timebase or How to play Pong with 10 fps or Applied Path to Math”

Graph Type Rendering Update 3

Just another little update, the 3rd, see first update and the second one for progress.
Basically one bug within the TypecastRenderer has been fixed, transforming the Glyph into our OutlineShape. Furthermore it may produce Java code to be pasted in a test class to test remaining issues. Continue reading “Graph Type Rendering Update 3”