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Nas' Meanderings

Artificial Intelligence, Computer Science, Game Engine, Gamedev, Machine Learning, Uncategorized

Multiplayer Procedural Challenges & Convolving Feature Spaces

April 4, 2017
[typed string0=”One of our flagship products is getting the multiplayer treatment!” typeSpeed=”40″ startDelay=”0″ backSpeed=”40″ backDelay=”500″] We’re definitely not close to done……. (hold your horses) Quick documentation of how we’ve made...
Artificial Intelligence, Blog, Computer Science, Machine Learning

Rebuilding the Statistical Model with Cleaner Voice

March 24, 2017
I’ve been doing some research recently in Machine Learning. Resurrecting my previous “VertoPellis” project and cleaning up the source data we fed the system. Upon building the voice, we fed...
Artificial Intelligence, Blog, Computer Science, Game Engine, Gamedev

Increased Levels and Gameplay Experimentation

March 9, 2017
[typed string0=”Yikes I missed yesterday\’s blog! I blame errands, but will improve on consistency :0 ” typeSpeed=”40″ startDelay=”0″ backSpeed=”40″ backDelay=”500″] Increased Playground RunawayJRider is ever evolving and this iteration we’re...
Artificial Intelligence, Computer Science, Machine Learning

VertoPellis (“Shape Shifting”) Technology… Inception!

February 3, 2017
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...
Artificial Intelligence, Computer Science

VertoPellis (“Shape Shifting”) Presentation

February 1, 2017
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...