Pinned Repositories
100_Doors
I decided to tackle the classic 100 doors problem in C++ just to brush up on the language a bit. I took it one step further and rendered the calculations in 3D as they were running.
2048Gravity
Second attempt at making yet another 2048 spin off.
Brainfuck
My own implementation of an interpreter for the Brainfuck programming language.
Cleaner-Unity-UI-implementation
Eruption's UI code is a mess, with special cases for tutorials and interconnected states. This project is a proof-of-concept of a implementation that Eruption should have used to cause us less headache.
Collatz_Conjecture
I read about the Collatz Conjecture on Wikipedia one day and thought it was so cool that I just had to see if it was true.
Data-Structures-CPP
Assorted data structures implemented in C++ for personal educational purposes
HearthstoneHeroPowerOnlyCalculator
I've always wondered, if two heroes went into battle with no deck, who would win? Does it change based on who goes first? Does fatigue change the answer? This program runs that simulation.
Minotaur
Procedural maze editor, programmed in 4 parts using 3 languages. C++ for the generator, C# for the editor, Unity/C# for the renderer, and Python to tie them all together. Runs on Windows, but can most likely be compiled from source on Linux and OS X if you have g++, Mono, Unity, and at least Python 3 installed.
OP-Character-Generator
Multi-threaded generator for creating huge numbers of D&D 5e characters, and prints the best and worst of that batch.
WeightedRandomValueGenerator
Algorithm to generate random numbers with pre-defined biases. The algorithm was developed in collaboration with a friend (see readme), and we call it the bucket method.
CodyChilders's Repositories
CodyChilders/Minotaur
Procedural maze editor, programmed in 4 parts using 3 languages. C++ for the generator, C# for the editor, Unity/C# for the renderer, and Python to tie them all together. Runs on Windows, but can most likely be compiled from source on Linux and OS X if you have g++, Mono, Unity, and at least Python 3 installed.
CodyChilders/100_Doors
I decided to tackle the classic 100 doors problem in C++ just to brush up on the language a bit. I took it one step further and rendered the calculations in 3D as they were running.
CodyChilders/2048Gravity
Second attempt at making yet another 2048 spin off.
CodyChilders/Brainfuck
My own implementation of an interpreter for the Brainfuck programming language.
CodyChilders/Cleaner-Unity-UI-implementation
Eruption's UI code is a mess, with special cases for tutorials and interconnected states. This project is a proof-of-concept of a implementation that Eruption should have used to cause us less headache.
CodyChilders/Collatz_Conjecture
I read about the Collatz Conjecture on Wikipedia one day and thought it was so cool that I just had to see if it was true.
CodyChilders/Data-Structures-CPP
Assorted data structures implemented in C++ for personal educational purposes
CodyChilders/HearthstoneHeroPowerOnlyCalculator
I've always wondered, if two heroes went into battle with no deck, who would win? Does it change based on who goes first? Does fatigue change the answer? This program runs that simulation.
CodyChilders/OP-Character-Generator
Multi-threaded generator for creating huge numbers of D&D 5e characters, and prints the best and worst of that batch.
CodyChilders/WeightedRandomValueGenerator
Algorithm to generate random numbers with pre-defined biases. The algorithm was developed in collaboration with a friend (see readme), and we call it the bucket method.
CodyChilders/Evolution
I saw a video about the Hill Climbing Algorithm on YouTube and wanted to try it for myself. This is a bunch of bots who make a random move, and revert back to their previous position if they went lower, but make a new random move if they ended up higher. Eventually they find the top of the nearest hill. This is based on the Theory of Evolution.
CodyChilders/GameOfLifeCPP
Game of life, implemented in C++.
CodyChilders/Hex
This was a command-line version of the game Hex, made back in 2013 with my friend for a school project. It uses a Monte Carlo style AI to calculate moves.
CodyChilders/LifeCalendar
Life Calendar project to work on with Paul
CodyChilders/Processing
This is a collection of Processing sketches I've made over the years. None of them are related to each other, and each was too small to justify its own repository.
CodyChilders/RandomNPCGenerator
Random NPC generator for a D&D 5e game. Good for DMing and you need someone non-essential quickly for the party to interact with.
CodyChilders/Recursive-Tic-Tac-Toe-2
With Brenda Romero's feedback in mind, I have started over with Recursive Tic-Tac-Toe, this time in C++ using SFML.
CodyChilders/Recursive_Tic-Tac-Toe
Tic-Tac-Toe, where each game is an attempt to win a cell higher in the tree of recursive tic-tac-toe games.
CodyChilders/RPG-roll-stats
RPG stat rolling system. This version rolls 3d8, adds the best two together, and returns that as a result. It can easily be modified for other similar situations.
CodyChilders/X-s-and-O-s-and-Black-Holes
3rd implementation of Recursive Tic Tac Toe, this time in 3D
CodyChilders/XCOM_Enemy_Unknown_Damage_Counter
I've been getting back into playing XCOM: Enemy Unknown. I wanted to know the point at which I should use the regular weapon fire or the Rapid Fire ability (two shots, but at a -15% chance to hit penalty). This does the math for me and allows me to see when I should use one shot over two to deal more damage on average (its about 30%).