I have moved this over to the Tech Interview Cheat Sheet Repo and has been expanded and even has code challenges you can run and practice against!
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/* | |
* object.watch polyfill | |
* | |
* 2012-04-03 | |
* | |
* By Eli Grey, http://eligrey.com | |
* Public Domain. | |
* NO WARRANTY EXPRESSED OR IMPLIED. USE AT YOUR OWN RISK. | |
*/ |
<html> | |
<head> | |
<title>WebSocket demo</title> | |
</head> | |
<body> | |
<div> | |
<form> | |
<label for="numberfield">Number</label> | |
<input type="text" id="numberfield" placeholder="12"/><br /> |
from collections import deque | |
from math import sin, cos, pi, atan2, hypot | |
import random | |
import time | |
import wx | |
SIZE = 600 | |
COUNT = 64 | |
SPEED = 100 | |
FOLLOWERS = 4 |
/* global Promise */ | |
var gulp = require('gulp'); | |
var paths = require('../config/gulp').paths; | |
var config = require('../config/environment'); | |
var request = require('request'); | |
var fs = require('fs'); | |
//generate map files in main build task with .pipe(gsourcemaps.write('map')) after min and concat | |
gulp.task('raygunApp', function () { |
Wave Function Collapse (WFC) by @exutumno is a new algorithm that can generate procedural patterns from a sample image. It's especially exciting for game designers, letting us draw our ideas instead of hand coding them. We'll take a look at the kinds of output WFC can produce and the meaning of the algorithm's parameters. Then we'll walk through setting up WFC in javascript and the Unity game engine.
The traditional approach to this sort of output is to hand code algorithms that generate features, and combine them to alter your game map. For example you could sprinkle some trees at random coordinates, draw roads with a brownian motion, and add rooms with a Binary Space Partition. This is powerful but time consuming, and your original vision can someti