GAME Library

The GAME stands for Geometric and Mathematical Extension Library and is a library that is created to
aid in various programming tasks. These tasks are mostly related to geometry, statistics and general
algorithms. It is by no means an official library, rather a library I created for usage in my own projects.

What does GAME offer?

GAME currently contains the following APIs:

  • Geometry Utilities (Vectors, Shapes, Convex Hulls, etc.)
  • Geometric Extensions (Bézier Splines, Triangulation, Voronoi Tesselation, etc.)
  • Graph Utilities (Graph Traversal Algorithms, MST (Kruskal), etc.)
  • Matrix Utilities (2D & 3D Matrices, Matrix Operations, etc.)
  • Noise Utilities (Perlin/Simplex types, Multi-layer (Octaved) Noise, Noise Variations (Billowed, Ridged), etc.)
  • Statistics Utilities (PDF Sampling, Various Distributions, etc.)
  • Logic Utilities (Various extension functions for logical decisions)
  • Tree Utilities (Tree Traversal Algorithms, Various Trees such as Binary Trees)
  • Maths Utilities (Normalization, Clipping, Faster Sqrt/Pow/Abs, etc.)

Besides these APIs, GAME also offers a variety of new and useful datastructures to store various data:

  • Divide Trees – Encoding for graph vertices and edges (commonly used in the field of Orometry)
  • Spatial Types – Represents an object that is locatable in a space based on coordinates
  • Ranges – Easily definable ranges with exclusive/inclusive properties
  • Tuples (Pair, Triple, Quartet, Quintet) – Typical data storage types

Important notes

GAME was created with my usage in mind. This (for the moment) only includes 2D implementations of most algorithms.
For example: only 2D bounding boxes and convex hull algorithms are available.

Splines

Here is an example of how you can create a Kochanek-Bartels Curve using GAME. The links
below are videos that show the impact of the tension, bias and continuity parameters.
More information can be found here.

//  Create a random value for tension
val tension = Random.nextFloat()

//  Define some Kochanek-Bartels Vectors.
//  These are regular 2D or 3D vectors with tension, bias and continuity parameters
val p0 = KBVector(Vec2f(25.0f, 55.0f), tension, 0.0f, 0.0f)
val p1 = KBVector(Vec2f(295.0f, 125.0f), tension, 0.0f, 0.0f)
val p2 = KBVector(Vec2f(278.0f, 250.0f), tension, 0.0f, 0.0f)
val p3 = KBVector(Vec2f(150.0f, 325.0f), tension, 0.0f, 0.0f)
val p4 = KBVector(Vec2f(30.0f, 210.0f), tension, 0.0f, 0.0f)

//  Create two individual curves. Each KB-Curve needs 4 points.
val c1 = KochanekBartelsCurve2f(p0, p1, p2, p3)
val c2 = KochanekBartelsCurve2f(p1, p2, p3, p4)

//  Create a spline from the curves
//  To evaluate the spline, use the eval function with t ∈ [0, 1]
val spline = KochanekBartelsSpline(arrayOf(c1, c2))
  • Tension Parameter: Link
  • Bias Parameter: Link
  • Continuity Parameter: Link

Made with ❤️ in Leuven.

GitHub

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