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iondune / histdiff.c
Created November 20, 2013 02:56
QND tool for comparing two histograms of equal and known bin count.
#include <stdio.h>
#include <stdlib.h>
int main(int argc, char * argv[])
{
if (argc != 4)
{
fprintf(stderr, "usage: histdiff <size> <file1> <file2>\n");
return -1;
}
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
Assimp::Importer Importer;
aiScene const * const Scene = Importer.ReadFile(FileName,
aiProcess_CalcTangentSpace |
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iondune / README.md
Last active August 29, 2015 14:00
CSC 481 Assignment 1 README

Game Development

  • CSC 481 S14
  • Ian Dunn

Description

Overview

The basic components of a game engine used for developing 3D games. Includes core concepts and implementations.

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iondune / README.md
Last active August 29, 2015 14:00
CSC 581 Assignment 1 README

C++11

  • CSC 581 S14
  • Ian Dunn

Description

Overview

The most interesting and helpful new features of the C++11 language.

#lang plai-typed
(define-type-alias number-like-function (('n -> 'n) 'n -> 'n))
(define-type-alias (chooser-of 'm) ('m 'm -> 'm))
(define-type-alias (pair-of 'q) ((chooser-of 'q) -> 'q))
(define-type-alias (accessor-of 'r) ((pair-of 'r) -> 'r))
(define
(add1 [f : number-like-function]) : number-like-function
#include <vector>
#include <string>
#include <iostream>
#include <map>
#include <sys/stat.h>
#include "glm/glm.hpp"
class SVertex
{
#include <vector>
#include <string>
#include <iostream>
#include <map>
#include <sys/stat.h>
#include "glm/glm.hpp"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
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iondune / Interpolation.h
Last active December 26, 2020 05:34
Simple interpolation functions for C++.
/*
* Interpolation functions!
* Author: Ian Dunn
*/
#pragma once
template <typename T>
T LinearInterpolate(T p1, T p2, T x)
{
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iondune / Review.md
Created April 29, 2014 04:44
Peer review of Analysis of Standalone Mobile Gaze Tracking Methodology

Proposal Review

By Ian Dunn

Topic

Analysis of Standalone Mobile Gaze Tracking Methodology

Nick Clarke

Review

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iondune / KBNuggetProposal.md
Last active August 29, 2015 14:00
KB Nugget Proposal

Decision Making and Knowledge Representation in Halo 3

Abstract

Modeling AI behaviour for a fast-paced first-person shooter game such as Halo is a difficult task. Actors must cooperate with each other, react to arbitrary action by the player, and produce varied results. Encounters may contain a large number of actors, requiring special data structures to accomodated memory needs and allow efficient computation. The system implemented in Halo 3, a AAA title from 2007, involves a scheme for clumping actors into groups that share state and a system for representing actor behaviour.