I've been rummaging through the files on my old webpage to save anything reasonable and here's something I found that I wrote some 6 or 7 years ago. It's a fictional simulation of gas molecule movement inside a volume. You can see the applet in action here, but nevermind the text on the page, it's amateurishly ignorant. The whole thing really makes no sense whatsoever, but if you're like me, you'll just sit there blank staring at the motion for a while and then snap out of it, continuing your browsing as if nothing had happened.
Last Updated (Saturday, 12 January 2008 23:33)
Christmas time can be stressing with all the necessary shopping that is involved. If you are still clueless about what to buy for the nerd close to you, here's a thought: Eternity II. It's a jigsaw puzzle of 256 pieces and being the first to solve it will earn you $2M in cash. Whether it is a good gift idea, I will let you decide. Instead, I will focus on analyzing the problem a little to give you an insight of the true nature of the puzzle.
Last Updated (Thursday, 20 December 2007 14:54)
Working with C++ templates can be dangerous for your coding style. Generic containers and domain-ignorant algorithms are a godsend, and as a game programmer with concerns for performance, any opportunity to push serious work at compile-time is a win. However, I've recently found out how thinking too much in templates can make you regret.
Last Updated (Friday, 07 December 2007 21:15)
In a moment's whim I took apart one of my friend's burr puzzles. I thought that assembling it would be easy, since it had a clean symmetric shape. That was a big misjudgement.
Each of the 18 pieces is full of asymmetry, and no two pieces look the same. I'm not an expert on these kind of puzzles and even after a good hour of working the best I got was 8 pieces assembled. It was quite clear that I wouldn't ever be able to solve it by hand. And more, it turned out that the puzzle hadn't even come with a solution leaflet.
Last Updated (Wednesday, 28 November 2007 02:41)
Writing a Chess AI using the minimax is a nice exercise in programming. A simple game tree search for something like 3-4 plies doesn't require too much hackery and it will give you an AI that compares to an old 8-bit NES game. At some point I took it as a challenge to evolve the AI to play better than I do. It turned out not to be too difficult, perhaps because I'm not very strong a player.
Last Updated (Tuesday, 11 March 2008 15:50)