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Cody Childers's Projects

100_doors icon 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 icon 2048gravity

Second attempt at making yet another 2048 spin off.

brainfuck icon brainfuck

My own implementation of an interpreter for the Brainfuck programming language.

cleaner-unity-ui-implementation icon 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 icon 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.

evolution icon 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.

hearthstoneheropoweronlycalculator icon 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.

hex icon 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.

minotaur icon 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 icon op-character-generator

Multi-threaded generator for creating huge numbers of D&D 5e characters, and prints the best and worst of that batch.

processing icon 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.

randomnpcgenerator icon 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.

recursive-tic-tac-toe-2 icon 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.

recursive_tic-tac-toe icon 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.

rpg-roll-stats icon 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.

weightedrandomvaluegenerator icon 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.

xcom_enemy_unknown_damage_counter icon 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%).

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