Magic: The Machine Learning

In the previous post on this topic, we raised the question on how much particular abilities such as “flying” cost in the widely known trading card game Magic the Gathering. We found luckily there is a nice, usable free database out there that should be helpful to answer this and while trying to take a … Read more

Magic: The Data Gathering

Magic: The Gathering is a trading card game I happen to like. It also so happens that there is a database of cards available online. Additionally I (like many programmers) kind-of got into Machine Learning recently. Lets see if we can combine these ingredients to come up with something interesting, shall we? Have you ever … Read more

Some Pinball Pictures

Lots has happened in the last time, among other things, I got a new Job and moved to Berlin. Unfortunately I can not house my pinball project here, so it will stay at my fathers place and I’ll hope we will manage to continue it from time to time. There was some progress on the … Read more

SPI Debugging / Oscilloscopes rule!

So I had this problem with my SPI communication: When using a “long” cable (not longer than 2m), SPI communication (between raspberry pi and switches board), would drop bits. And I’m not talking a bit flip here or there, I’m talking about a bit getting lost in the sense that all following bits where received … Read more

Building a Pinball Machine from Scratch

First a quick update: Yes I’m (kinda) still using this site to blog, obviously, my beloved adventure game engine hasn’t gotten much of the love it deserves in the past time, though. The reason for this is twofold: First, I finally made my PhD (yes, you may call me doctor now) the other one is, … Read more

Pathfinding in 2D Polygons

A topic thats using up my (rare) private coding time lately is the topic of how to define where an actor is allowed to walk and how it will find its way there. I found this question quite fun to work on, as it poses an interesting mix of theoretical (geometry) and practical (coding) considerations. … Read more