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We’re definitely not close to done……. (hold your horses)

Quick documentation of how we’ve made certain decisions to add this feature as quickly as possible.

Continue Reading "Multiplayer Procedural Challenges & Convolving Feature Spaces"
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Increased Playground

RunawayJRider is ever evolving and this iteration we’re taking it to a more expansive territory. First thing in order is to increase the play area, namely width of the lanes. The task was supposed to be manual in nature, but as a good lazy programmer, I decided to tag the elements furthest from the center as “boundary” which are dynamically distanced through a variable. This has the benefit of dynamically controlling the play area. We use a dictionary type variable on objects so we can scale as per requirements without too much over engineering.

Continue Reading "Increased Levels and Gameplay Experimentation"

We’ve all seen this scene yet some crazy ones among us have wondered about possible implementations of such technology. At the time, there were no concepts of machine learning or in my case, understanding of basic neuron operations and how those lead to patterns which in turn could possibly model voice and visual (re)creation.

Continue Reading "VertoPellis (“Shape Shifting”) Technology… Inception!"

In preparation of subsequent blogs about my research in machine learning.

An overview of the project.

vertō (“‘turn’”) + pellis ( “hide”) is Latin for Shapeshifter / Werewolf.

As its name denotes, it is a system that can mimic a sentient being starting with its voice and then visual features. It learns and assimilates from all types of relevant content. This can be but is not limited to phonic and visional content.

The grand vision is that it can be fed images, videos, and audio files of a subject and it would learn to mimic said subject through voice, visual etc.

Continue Reading "VertoPellis (“Shape Shifting”) Presentation"