Posts Tagged: 2d
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I’m trying to improve my pixel art skill, so I thought it would be fun to take a closer look at one of the most beautiful NES games ever made – Batman!
I love the pixel art in Batman! Let’s dive in and bask in its glory. Feel free to ignore my commentary and just enjoy the art :-).
FABRIK stands for Forward-and-Backward Reaching Inverse Kinematics, and it’s a very simple, fast, and clever solution to the inverse kinematics problem.
Let’s inspect this interesting algorithm in 2D.
My previous polygon clipping tutorial dove into the Greiner-Hormann clipping algorithm. Unfortunately, this algorithm fails at common cases… so let’s revist the problem and try again.
The F. Martinez 2008 algorithm handles coincident edges (unlike Greiner-Hormann), but it still has some minor goofiness. Let’s solve this problem once and for all.
Polygon clipping is an interesting problem: how do you intersect, union, or diff two polygons?
The Greiner-Hormann clipping algorithm is quite beautiful and intuitive. Let’s dissect it and take a look.
Two-dimensional bin packing turns out to be quite a pickle.
I was introduced to the problem as a 13 year old. My Dad’s friend, Keith, noticed I was taking a knack to programming, and wanted to see if I could help him. Keith was (and still is) a carpenter.
Keith wanted me to write a program where he could input a list of shapes, and the program would figure out the best way to cut a board of wood into those shapes, while minimizing scrap wood. Seems reasonable.
My 13 year old mind quickly exploded… I couldn’t figure out one simple, obvious way to do it. Eventually I gave up, to my ego’s dismay (and Keith’s disappointment!).