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”

Chase, Scatter and Phantoms – Sisyphus alike Ghost Fate

Earlier this year, we required a true distraction from the chaos of this world and a sad tragedy in our closer circle. What would have been more rewarding for a little recovery than indulging oneself with game theory, paying homage to Toru Iwatani‘s classic Puckman? Both my sons loved the idea and we added this work to our little cs-class. My older one was eager to learn how the math behind the ghosts works. Euclidian geometry, Pythagoras, points and vectors .. plus the strategy of choosing targets WoW! 😉 We completed the little fun endeavor using C++17 and the SDL2 library, resulting in a working nostalgic re-implementation.

At the bottom of this article I have placed a little video recording, partially demonstrating the results. Continue reading “Chase, Scatter and Phantoms – Sisyphus alike Ghost Fate”