lab.guchanalkan.com lab.guchanalkan.com

lab.guchanalkan.com

lab.guchanalkan.com

Experiments about programming, tips about game development

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lab.guchanalkan.com | lab.guchanalkan.com Reviews
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Experiments about programming, tips about game development
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lab.guchanalkan.com | lab.guchanalkan.com Reviews

https://lab.guchanalkan.com

Experiments about programming, tips about game development

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lab.guchanalkan.com lab.guchanalkan.com
1

What Is Artificial Neural Network?

http://lab.guchanalkan.com/2010/05/09/what-is-artificial-neural-network.html

What Is Artificial Neural Network? May 9, 2010. The last two weeks I studied artificial neural networks. I can’t say I’m completely done with it but I’ll try to explain what I understood, there are also lots of good explanations out on the internet. An artificial neural network is a very basic simulation of biological neural networks in human brain. Artificial neural networks are adaptive systems. An illustration of a simple feedforward neural network and an artificial neuron. I tried to explain neural n...

2

A* Pathfinding Tutorial

http://lab.guchanalkan.com/2012/05/24/astar-pathfinding-tutorial.html

May 24, 2012. According to Wikipedia, A* Pathfinding Algorithm is first described in 1968 by Peter Hart, Nils Nilsson and Bertram Raphael and is an extension of Edsger Djikstra’s 1959 algorithm. I suggest reading the article about A* Pathfinding on Wikipedia for more information. I will try to explain the concept as simple as possible for true beginners like me. So let’s start. First of all, we should know about the area we are searching for the shortest path. The area can be a grid. Add the start node t...

3

Boids (Flock) Simulation

http://lab.guchanalkan.com/2013/02/03/boids-simulation.html

Feb 3, 2013. The previous months, I was searching for some interesting AI algorithms to study and I’ve come across one of the coolest things I’ve ever seen in my life, Boids Simulation. Boids simulation or flock simulation is about imitating the behavior of fish schools or any other flocking animal behavior in nature. It was first introduced by Craig Reynolds. In 1986, his website. Is a little bit outdated but still has the best information and coolest examples. These 2 simple rules are:.

4

Hello Again!

http://lab.guchanalkan.com/2009/12/15/hello-again.html

Dec 15, 2009. Have started a blog here about my researches and experiments on object oriented programming. I’m going to use actionscript 3.0. To create web-friendly applications and I especially want to deal with game artificial intelligence and physics. I hope we all have a good time. Take care till the next post. Experiments about programming, tips about game development.

5

The List

http://lab.guchanalkan.com/2010/04/08/the-list.html

Apr 8, 2010. Hello everyone, I’ve decided to make a list of programs that I use, some of them are free and some of them are also open source. The main purpose of this list is to have a programs to install list after formatting but I thought everyone needs a list like this so I’m writing it. By the way, I plan to update this post often. Experiments about programming, tips about game development.

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Making a 3D Game with OpenGL: Deferred shading and stuff | Neuro Productions

http://www.neuroproductions.be/opengl/making-a-3d-game-with-opengl-deferred-shading-and-stuff

Making a 3D Game with OpenGL: Deferred shading and stuff. July 19th, 2012 / OpenGL. Lately OpenGL and C is pretty much the only thing I do for clients, mostly for installations and iPad apps. And that’s gowning pretty well. But as a creative code guy, I pretty much stayed in our own tech subculture. But when it comes to cutting edge graphic techniques, we can learn a lot from those other guys, the game developers. Or more game engine, since I don’t really have any game play at the moment:. One of the thi...

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