VOTING POWER100.00%
DOWNVOTE POWER100.00%
RESOURCE CREDITS100.00%
REPUTATION PROGRESS84.95%
Net Worth
2.731USD
STEEM
0.000STEEM
SBD
5.470SBD
Effective Power
5.008SP
├── Own SP
1.823SP
└── Incoming DelegationsDeleg
+3.185SP
Detailed Balance
| STEEM | ||
| balance | 0.000STEEM | STEEM |
| market_balance | 0.000STEEM | STEEM |
| savings_balance | 0.000STEEM | STEEM |
| reward_steem_balance | 0.000STEEM | STEEM |
| STEEM POWER | ||
| Own SP | 1.823SP | SP |
| Delegated Out | 0.000SP | SP |
| Delegation In | 3.185SP | SP |
| Effective Power | 5.008SP | SP |
| Reward SP (pending) | 0.000SP | SP |
| SBD | ||
| sbd_balance | 5.470SBD | SBD |
| sbd_conversions | 0.000SBD | SBD |
| sbd_market_balance | 0.000SBD | SBD |
| savings_sbd_balance | 0.000SBD | SBD |
| reward_sbd_balance | 0.000SBD | SBD |
{
"balance": "0.000 STEEM",
"savings_balance": "0.000 STEEM",
"reward_steem_balance": "0.000 STEEM",
"vesting_shares": "2964.614685 VESTS",
"delegated_vesting_shares": "0.000000 VESTS",
"received_vesting_shares": "5179.045121 VESTS",
"sbd_balance": "5.470 SBD",
"savings_sbd_balance": "0.000 SBD",
"reward_sbd_balance": "0.000 SBD",
"conversions": []
}Account Info
| name | birdd |
| id | 493979 |
| rank | 783,029 |
| reputation | 20730422702 |
| created | 2017-12-13T20:41:00 |
| recovery_account | steem |
| proxy | None |
| post_count | 5 |
| comment_count | 0 |
| lifetime_vote_count | 0 |
| witnesses_voted_for | 0 |
| last_post | 2018-01-15T12:34:00 |
| last_root_post | 2018-01-15T11:45:39 |
| last_vote_time | 2018-01-15T12:34:06 |
| proxied_vsf_votes | 0, 0, 0, 0 |
| can_vote | 1 |
| voting_power | 0 |
| delayed_votes | 0 |
| balance | 0.000 STEEM |
| savings_balance | 0.000 STEEM |
| sbd_balance | 5.470 SBD |
| savings_sbd_balance | 0.000 SBD |
| vesting_shares | 2964.614685 VESTS |
| delegated_vesting_shares | 0.000000 VESTS |
| received_vesting_shares | 5179.045121 VESTS |
| reward_vesting_balance | 0.000000 VESTS |
| vesting_balance | 0.000 STEEM |
| vesting_withdraw_rate | 0.000000 VESTS |
| next_vesting_withdrawal | 1969-12-31T23:59:59 |
| withdrawn | 0 |
| to_withdraw | 0 |
| withdraw_routes | 0 |
| savings_withdraw_requests | 0 |
| last_account_recovery | 1970-01-01T00:00:00 |
| reset_account | null |
| last_owner_update | 1970-01-01T00:00:00 |
| last_account_update | 2018-01-06T21:31:24 |
| mined | No |
| sbd_seconds | 0 |
| sbd_last_interest_payment | 1970-01-01T00:00:00 |
| savings_sbd_last_interest_payment | 1970-01-01T00:00:00 |
{
"active": {
"account_auths": [],
"key_auths": [
[
"STM5cJ4zkRUtdhyAoEFEWGRJk6GCN6kNMsaoK6tNLAuzSBwDxaSep",
1
]
],
"weight_threshold": 1
},
"balance": "0.000 STEEM",
"can_vote": true,
"comment_count": 0,
"created": "2017-12-13T20:41:00",
"curation_rewards": 0,
"delegated_vesting_shares": "0.000000 VESTS",
"downvote_manabar": {
"current_mana": 2035914951,
"last_update_time": 1779055572
},
"guest_bloggers": [],
"id": 493979,
"json_metadata": "{\"profile\":{\"profile_image\":\"https://puu.sh/yVI66/d8c1a97afb.png\",\"name\":\"-Joe\",\"about\":\"I program stuff\"}}",
"last_account_recovery": "1970-01-01T00:00:00",
"last_account_update": "2018-01-06T21:31:24",
"last_owner_update": "1970-01-01T00:00:00",
"last_post": "2018-01-15T12:34:00",
"last_root_post": "2018-01-15T11:45:39",
"last_vote_time": "2018-01-15T12:34:06",
"lifetime_vote_count": 0,
"market_history": [],
"memo_key": "STM6yCBqH8CLKbdCYFCPndxhnv1yphQyGbBheat4FfBQ93GkX9FZm",
"mined": false,
"name": "birdd",
"next_vesting_withdrawal": "1969-12-31T23:59:59",
"other_history": [],
"owner": {
"account_auths": [],
"key_auths": [
[
"STM7RmRwXVJG39eidvzLpEz4KW4BxdU9vVYoiaqDg7DiRTZUaMvMJ",
1
]
],
"weight_threshold": 1
},
"pending_claimed_accounts": 0,
"post_bandwidth": 0,
"post_count": 5,
"post_history": [],
"posting": {
"account_auths": [],
"key_auths": [
[
"STM6i596gfRdBYr882Sh45zUkiDGz2iuZuXJ3E4Wr8oKXo6Zc1qni",
1
]
],
"weight_threshold": 1
},
"posting_json_metadata": "{\"profile\":{\"profile_image\":\"https://puu.sh/yVI66/d8c1a97afb.png\",\"name\":\"-Joe\",\"about\":\"I program stuff\"}}",
"posting_rewards": 1893,
"proxied_vsf_votes": [
0,
0,
0,
0
],
"proxy": "",
"received_vesting_shares": "5179.045121 VESTS",
"recovery_account": "steem",
"reputation": "20730422702",
"reset_account": "null",
"reward_sbd_balance": "0.000 SBD",
"reward_steem_balance": "0.000 STEEM",
"reward_vesting_balance": "0.000000 VESTS",
"reward_vesting_steem": "0.000 STEEM",
"savings_balance": "0.000 STEEM",
"savings_sbd_balance": "0.000 SBD",
"savings_sbd_last_interest_payment": "1970-01-01T00:00:00",
"savings_sbd_seconds": "0",
"savings_sbd_seconds_last_update": "1970-01-01T00:00:00",
"savings_withdraw_requests": 0,
"sbd_balance": "5.470 SBD",
"sbd_last_interest_payment": "1970-01-01T00:00:00",
"sbd_seconds": "0",
"sbd_seconds_last_update": "2018-01-28T06:43:15",
"tags_usage": [],
"to_withdraw": 0,
"transfer_history": [],
"vesting_balance": "0.000 STEEM",
"vesting_shares": "2964.614685 VESTS",
"vesting_withdraw_rate": "0.000000 VESTS",
"vote_history": [],
"voting_manabar": {
"current_mana": "8143659806",
"last_update_time": 1779055572
},
"voting_power": 0,
"withdraw_routes": 0,
"withdrawn": 0,
"witness_votes": [],
"witnesses_voted_for": 0,
"rank": 783029
}Withdraw Routes
| Incoming | Outgoing |
|---|---|
Empty | Empty |
{
"incoming": [],
"outgoing": []
}From Date
To Date
2026/05/17 22:06:12
2026/05/17 22:06:12
| delegatee | birdd |
| delegator | steem |
| vesting shares | 5179.045121 VESTS |
| Transaction Info | Block #106140879/Trx 22f6f96fa4fe2f8e55e3b28660796a33fecc99e1 |
View Raw JSON Data
{
"block": 106140879,
"op": [
"delegate_vesting_shares",
{
"delegatee": "birdd",
"delegator": "steem",
"vesting_shares": "5179.045121 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2026-05-17T22:06:12",
"trx_id": "22f6f96fa4fe2f8e55e3b28660796a33fecc99e1",
"trx_in_block": 0,
"virtual_op": 0
}2026/05/11 19:33:33
2026/05/11 19:33:33
| delegatee | birdd |
| delegator | steem |
| vesting shares | 2466.834716 VESTS |
| Transaction Info | Block #105965802/Trx 70c2cc8cd949eee9fba92e079ab28f35fe33c349 |
View Raw JSON Data
{
"block": 105965802,
"op": [
"delegate_vesting_shares",
{
"delegatee": "birdd",
"delegator": "steem",
"vesting_shares": "2466.834716 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2026-05-11T19:33:33",
"trx_id": "70c2cc8cd949eee9fba92e079ab28f35fe33c349",
"trx_in_block": 1,
"virtual_op": 0
}2026/04/25 21:30:27
2026/04/25 21:30:27
| delegatee | birdd |
| delegator | steem |
| vesting shares | 5191.560877 VESTS |
| Transaction Info | Block #105508593/Trx b5b5d17ba55bc99ef1cac730841f90dad83181a8 |
View Raw JSON Data
{
"block": 105508593,
"op": [
"delegate_vesting_shares",
{
"delegatee": "birdd",
"delegator": "steem",
"vesting_shares": "5191.560877 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2026-04-25T21:30:27",
"trx_id": "b5b5d17ba55bc99ef1cac730841f90dad83181a8",
"trx_in_block": 0,
"virtual_op": 0
}2026/01/23 02:08:57
2026/01/23 02:08:57
| delegatee | birdd |
| delegator | steem |
| vesting shares | 2508.381535 VESTS |
| Transaction Info | Block #102845046/Trx 506c08d96831c00ddd7f771f72743d5e85c76d52 |
View Raw JSON Data
{
"block": 102845046,
"op": [
"delegate_vesting_shares",
{
"delegatee": "birdd",
"delegator": "steem",
"vesting_shares": "2508.381535 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2026-01-23T02:08:57",
"trx_id": "506c08d96831c00ddd7f771f72743d5e85c76d52",
"trx_in_block": 3,
"virtual_op": 0
}2024/12/16 21:28:39
2024/12/16 21:28:39
| delegatee | birdd |
| delegator | steem |
| vesting shares | 2672.600732 VESTS |
| Transaction Info | Block #91291459/Trx 14c5beb308e1afbbc9a2e8c0e71166ef7b1f0fcd |
View Raw JSON Data
{
"block": 91291459,
"op": [
"delegate_vesting_shares",
{
"delegatee": "birdd",
"delegator": "steem",
"vesting_shares": "2672.600732 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2024-12-16T21:28:39",
"trx_id": "14c5beb308e1afbbc9a2e8c0e71166ef7b1f0fcd",
"trx_in_block": 4,
"virtual_op": 0
}2023/11/13 13:13:57
2023/11/13 13:13:57
| delegatee | birdd |
| delegator | steem |
| vesting shares | 2841.734264 VESTS |
| Transaction Info | Block #79845727/Trx 80bc46505e86046738fe5b778b913be2558343bd |
View Raw JSON Data
{
"block": 79845727,
"op": [
"delegate_vesting_shares",
{
"delegatee": "birdd",
"delegator": "steem",
"vesting_shares": "2841.734264 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2023-11-13T13:13:57",
"trx_id": "80bc46505e86046738fe5b778b913be2558343bd",
"trx_in_block": 8,
"virtual_op": 0
}2023/09/21 19:20:24
2023/09/21 19:20:24
| delegatee | birdd |
| delegator | steem |
| vesting shares | 5779.013050 VESTS |
| Transaction Info | Block #78344854/Trx dae631343a2c1d0152f6bd6506eaef8121614634 |
View Raw JSON Data
{
"block": 78344854,
"op": [
"delegate_vesting_shares",
{
"delegatee": "birdd",
"delegator": "steem",
"vesting_shares": "5779.013050 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2023-09-21T19:20:24",
"trx_id": "dae631343a2c1d0152f6bd6506eaef8121614634",
"trx_in_block": 1,
"virtual_op": 0
}2022/11/03 09:24:30
2022/11/03 09:24:30
| delegatee | birdd |
| delegator | steem |
| vesting shares | 6000.694488 VESTS |
| Transaction Info | Block #69110519/Trx 04fdbf627ff3d7ed40a56fbca85c25985af5fe96 |
View Raw JSON Data
{
"block": 69110519,
"op": [
"delegate_vesting_shares",
{
"delegatee": "birdd",
"delegator": "steem",
"vesting_shares": "6000.694488 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2022-11-03T09:24:30",
"trx_id": "04fdbf627ff3d7ed40a56fbca85c25985af5fe96",
"trx_in_block": 2,
"virtual_op": 0
}2022/01/17 08:51:36
2022/01/17 08:51:36
| delegatee | birdd |
| delegator | steem |
| vesting shares | 6221.227719 VESTS |
| Transaction Info | Block #60806917/Trx 5c887c0f2dbb3918aed844229077187d8091a7a9 |
View Raw JSON Data
{
"block": 60806917,
"op": [
"delegate_vesting_shares",
{
"delegatee": "birdd",
"delegator": "steem",
"vesting_shares": "6221.227719 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2022-01-17T08:51:36",
"trx_id": "5c887c0f2dbb3918aed844229077187d8091a7a9",
"trx_in_block": 13,
"virtual_op": 0
}2021/06/13 22:51:48
2021/06/13 22:51:48
| delegatee | birdd |
| delegator | steem |
| vesting shares | 6404.996377 VESTS |
| Transaction Info | Block #54605401/Trx d28916bd8d01cdb4be379d5b39f00e5cf0890e78 |
View Raw JSON Data
{
"block": 54605401,
"op": [
"delegate_vesting_shares",
{
"delegatee": "birdd",
"delegator": "steem",
"vesting_shares": "6404.996377 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2021-06-13T22:51:48",
"trx_id": "d28916bd8d01cdb4be379d5b39f00e5cf0890e78",
"trx_in_block": 5,
"virtual_op": 0
}2020/12/11 09:13:27
2020/12/11 09:13:27
| delegatee | birdd |
| delegator | steem |
| vesting shares | 6592.418351 VESTS |
| Transaction Info | Block #49352938/Trx 124490b645d315557ca107bfc243b18111fd7bd7 |
View Raw JSON Data
{
"block": 49352938,
"op": [
"delegate_vesting_shares",
{
"delegatee": "birdd",
"delegator": "steem",
"vesting_shares": "6592.418351 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2020-12-11T09:13:27",
"trx_id": "124490b645d315557ca107bfc243b18111fd7bd7",
"trx_in_block": 0,
"virtual_op": 0
}2020/12/06 02:50:51
2020/12/06 02:50:51
| delegatee | birdd |
| delegator | steem |
| vesting shares | 1912.543513 VESTS |
| Transaction Info | Block #49204508/Trx d7c0640590e1ec4a163e34363d874d7f5cf7762c |
View Raw JSON Data
{
"block": 49204508,
"op": [
"delegate_vesting_shares",
{
"delegatee": "birdd",
"delegator": "steem",
"vesting_shares": "1912.543513 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2020-12-06T02:50:51",
"trx_id": "d7c0640590e1ec4a163e34363d874d7f5cf7762c",
"trx_in_block": 8,
"virtual_op": 0
}2020/12/05 10:47:51
2020/12/05 10:47:51
| delegatee | birdd |
| delegator | steem |
| vesting shares | 6598.784990 VESTS |
| Transaction Info | Block #49185613/Trx 198851279d2842eefec1322cb68e0a430af1e23d |
View Raw JSON Data
{
"block": 49185613,
"op": [
"delegate_vesting_shares",
{
"delegatee": "birdd",
"delegator": "steem",
"vesting_shares": "6598.784990 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2020-12-05T10:47:51",
"trx_id": "198851279d2842eefec1322cb68e0a430af1e23d",
"trx_in_block": 0,
"virtual_op": 0
}2020/11/02 11:27:00
2020/11/02 11:27:00
| delegatee | birdd |
| delegator | steem |
| vesting shares | 1920.017158 VESTS |
| Transaction Info | Block #48252872/Trx 958ad88f539287891513be146156670ca16382ae |
View Raw JSON Data
{
"block": 48252872,
"op": [
"delegate_vesting_shares",
{
"delegatee": "birdd",
"delegator": "steem",
"vesting_shares": "1920.017158 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2020-11-02T11:27:00",
"trx_id": "958ad88f539287891513be146156670ca16382ae",
"trx_in_block": 8,
"virtual_op": 0
}2020/05/09 03:46:00
2020/05/09 03:46:00
| delegatee | birdd |
| delegator | steem |
| vesting shares | 6801.431564 VESTS |
| Transaction Info | Block #43214723/Trx 81e9e164681cf7caf65715f9853f48105b8a1409 |
View Raw JSON Data
{
"block": 43214723,
"op": [
"delegate_vesting_shares",
{
"delegatee": "birdd",
"delegator": "steem",
"vesting_shares": "6801.431564 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2020-05-09T03:46:00",
"trx_id": "81e9e164681cf7caf65715f9853f48105b8a1409",
"trx_in_block": 22,
"virtual_op": 0
}2020/05/08 07:04:39
2020/05/08 07:04:39
| delegatee | birdd |
| delegator | steem |
| vesting shares | 1953.311140 VESTS |
| Transaction Info | Block #43190479/Trx f197f4130df3dc6a6c944a794956de9cc1a2e2c8 |
View Raw JSON Data
{
"block": 43190479,
"op": [
"delegate_vesting_shares",
{
"delegatee": "birdd",
"delegator": "steem",
"vesting_shares": "1953.311140 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2020-05-08T07:04:39",
"trx_id": "f197f4130df3dc6a6c944a794956de9cc1a2e2c8",
"trx_in_block": 9,
"virtual_op": 0
}2020/04/15 20:21:48
2020/04/15 20:21:48
| delegatee | birdd |
| delegator | steem |
| vesting shares | 6814.408983 VESTS |
| Transaction Info | Block #42561105/Trx a42cf0df57645affbf830521d8e8bbbf99ab1f1c |
View Raw JSON Data
{
"block": 42561105,
"op": [
"delegate_vesting_shares",
{
"delegatee": "birdd",
"delegator": "steem",
"vesting_shares": "6814.408983 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2020-04-15T20:21:48",
"trx_id": "a42cf0df57645affbf830521d8e8bbbf99ab1f1c",
"trx_in_block": 2,
"virtual_op": 0
}2019/12/13 22:11:06
2019/12/13 22:11:06
| author | steemitboard |
| body | Congratulations @birdd! You received a personal award! <table><tr><td>https://steemitimages.com/70x70/http://steemitboard.com/@birdd/birthday2.png</td><td>Happy Birthday! - You are on the Steem blockchain for 2 years!</td></tr></table> <sub>_You can view [your badges on your Steem Board](https://steemitboard.com/@birdd) and compare to others on the [Steem Ranking](https://steemitboard.com/ranking/index.php?name=birdd)_</sub> ###### [Vote for @Steemitboard as a witness](https://v2.steemconnect.com/sign/account-witness-vote?witness=steemitboard&approve=1) to get one more award and increased upvotes! |
| json metadata | {"image":["https://steemitboard.com/img/notify.png"]} |
| parent author | birdd |
| parent permlink | perlin-noise-and-terrain-generation |
| permlink | steemitboard-notify-birdd-20191213t221105000z |
| title | |
| Transaction Info | Block #39012695/Trx 68c1e4c7c4885b7c60713e87be7f0fba7ae82f35 |
View Raw JSON Data
{
"block": 39012695,
"op": [
"comment",
{
"author": "steemitboard",
"body": "Congratulations @birdd! You received a personal award!\n\n<table><tr><td>https://steemitimages.com/70x70/http://steemitboard.com/@birdd/birthday2.png</td><td>Happy Birthday! - You are on the Steem blockchain for 2 years!</td></tr></table>\n\n<sub>_You can view [your badges on your Steem Board](https://steemitboard.com/@birdd) and compare to others on the [Steem Ranking](https://steemitboard.com/ranking/index.php?name=birdd)_</sub>\n\n\n###### [Vote for @Steemitboard as a witness](https://v2.steemconnect.com/sign/account-witness-vote?witness=steemitboard&approve=1) to get one more award and increased upvotes!",
"json_metadata": "{\"image\":[\"https://steemitboard.com/img/notify.png\"]}",
"parent_author": "birdd",
"parent_permlink": "perlin-noise-and-terrain-generation",
"permlink": "steemitboard-notify-birdd-20191213t221105000z",
"title": ""
}
],
"op_in_trx": 0,
"timestamp": "2019-12-13T22:11:06",
"trx_id": "68c1e4c7c4885b7c60713e87be7f0fba7ae82f35",
"trx_in_block": 0,
"virtual_op": 0
}2019/05/12 13:36:24
2019/05/12 13:36:24
| delegatee | birdd |
| delegator | steem |
| vesting shares | 7010.031788 VESTS |
| Transaction Info | Block #32843931/Trx cea0b31c05b1ba5e7263ee844db85bbf8f12fb8a |
View Raw JSON Data
{
"block": 32843931,
"op": [
"delegate_vesting_shares",
{
"delegatee": "birdd",
"delegator": "steem",
"vesting_shares": "7010.031788 VESTS"
}
],
"op_in_trx": 0,
"timestamp": "2019-05-12T13:36:24",
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2018/12/13 21:49:48
| author | steemitboard |
| body | Congratulations @birdd! You received a personal award! <table><tr><td>https://steemitimages.com/70x70/http://steemitboard.com/@birdd/birthday1.png</td><td>1 Year on Steemit</td></tr></table> <sub>_[Click here to view your Board of Honor](https://steemitboard.com/@birdd)_</sub> > Support [SteemitBoard's project](https://steemit.com/@steemitboard)! **[Vote for its witness](https://v2.steemconnect.com/sign/account-witness-vote?witness=steemitboard&approve=1)** and **get one more award**! |
| json metadata | {"image":["https://steemitboard.com/img/notify.png"]} |
| parent author | birdd |
| parent permlink | perlin-noise-and-terrain-generation |
| permlink | steemitboard-notify-birdd-20181213t214947000z |
| title | |
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}smitopblockchain operation: transfer from savings2018/08/29 23:09:42
smitopblockchain operation: transfer from savings
2018/08/29 23:09:42
| amount | 3.333 SBD |
| from | smitop |
| memo | Hi, it looks like you're not voting for any witnesses. Witnesses help secure the Steem network. You should vote for some, at https://steemit.com/~witnesses, or by pressing 'Vote for witnesses' in the Steemit sidebar (top right corner). I'm a bot. |
| request id | 18354 |
| to | birdd |
| Transaction Info | Block #25504919/Trx c545165fe2af079657a1bd786308b88b4470e735 |
View Raw JSON Data
{
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"memo": "Hi, it looks like you're not voting for any witnesses. Witnesses help secure the Steem network. You should vote for some, at https://steemit.com/~witnesses, or by pressing 'Vote for witnesses' in the Steemit sidebar (top right corner). I'm a bot.",
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2018/05/16 20:08:24
| delegatee | birdd |
| delegator | steem |
| vesting shares | 7209.584223 VESTS |
| Transaction Info | Block #22489669/Trx 6c6352fbbcfa1005576a75774a20c5b64378093e |
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{
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}2018/03/22 22:25:21
2018/03/22 22:25:21
| author | upv0t3 |
| body | Hola @birdd, upv0t3 Este es un servicio <b>gratuito</b> para nuevos usuarios de steemit, para apoyarlos y motivarlos a seguir generando contenido de valor para la comunidad. <3 Este es un corazón, o un helado, tu eliges . <h1> : ) </h1> N0. R4ND0M: 6001 7109 4888 8774 9048 6816 1301 1088 9680 3697 3100 6149 5832 2592 2025 1436 |
| json metadata | {"tags":["spanish","kame"],"users":["birdd"],"app":"null/null","format":"markdown"} |
| parent author | birdd |
| parent permlink | perlin-noise-and-terrain-generation |
| permlink | re-birdd-perlin-noise-and-terrain-generation-1521757521976t13779742-902c-46f4-9842-f13c81eeb3f2uid |
| title | |
| Transaction Info | Block #20909417/Trx 8a3d310efb01dac4320835dd2a4c75226249791f |
View Raw JSON Data
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"body": "Hola @birdd, upv0t3\r\nEste es un servicio <b>gratuito</b> para nuevos usuarios de steemit, para apoyarlos y motivarlos a seguir generando contenido de valor para la comunidad.\r\n<3 Este es un corazón, o un helado, tu eliges\r.\r\n\n<h1> : ) </h1>\r\nN0. R4ND0M: \r\n6001 7109 4888 8774\n9048 6816 1301 1088\n9680 3697 3100 6149\n5832 2592 2025 1436\n",
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}upv0t3upvoted (100.00%) @birdd / perlin-noise-and-terrain-generation2018/03/22 22:25:21
upv0t3upvoted (100.00%) @birdd / perlin-noise-and-terrain-generation
2018/03/22 22:25:21
| author | birdd |
| permlink | perlin-noise-and-terrain-generation |
| voter | upv0t3 |
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2018/01/28 07:02:09
| delegatee | birdd |
| delegator | steem |
| vesting shares | 27731.552814 VESTS |
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}birddclaimed reward balance: 5.470 SBD, 1.192 SP2018/01/28 06:43:15
birddclaimed reward balance: 5.470 SBD, 1.192 SP
2018/01/28 06:43:15
| account | birdd |
| reward sbd | 5.470 SBD |
| reward steem | 0.000 STEEM |
| reward vests | 1939.099778 VESTS |
| Transaction Info | Block #19366533/Trx 99e43a17de5cd9a66e95e4e4a4ac5240557b78e1 |
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}birddreceived 0.077 SBD, 0.021 SP author reward for @birdd / perlin-noise-and-terrain-generation2018/01/22 11:45:39
birddreceived 0.077 SBD, 0.021 SP author reward for @birdd / perlin-noise-and-terrain-generation
2018/01/22 11:45:39
| author | birdd |
| permlink | perlin-noise-and-terrain-generation |
| sbd payout | 0.077 SBD |
| steem payout | 0.000 STEEM |
| vesting payout | 34.799343 VESTS |
| Transaction Info | Block #19199865/Virtual Operation #3 |
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}birddreceived 0.080 SBD, 0.018 SP author reward for @birdd / re-almost-digital-re-birdd-maze-generation-algorithms-20180110t012131035z2018/01/17 01:21:30
birddreceived 0.080 SBD, 0.018 SP author reward for @birdd / re-almost-digital-re-birdd-maze-generation-algorithms-20180110t012131035z
2018/01/17 01:21:30
| author | birdd |
| permlink | re-almost-digital-re-birdd-maze-generation-algorithms-20180110t012131035z |
| sbd payout | 0.080 SBD |
| steem payout | 0.000 STEEM |
| vesting payout | 28.665985 VESTS |
| Transaction Info | Block #19043454/Virtual Operation #28 |
View Raw JSON Data
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}birddreceived 5.313 SBD, 1.153 SP author reward for @birdd / maze-generation-algorithms2018/01/16 10:00:30
birddreceived 5.313 SBD, 1.153 SP author reward for @birdd / maze-generation-algorithms
2018/01/16 10:00:30
| author | birdd |
| permlink | maze-generation-algorithms |
| sbd payout | 5.313 SBD |
| steem payout | 0.000 STEEM |
| vesting payout | 1875.634450 VESTS |
| Transaction Info | Block #19025036/Virtual Operation #17 |
View Raw JSON Data
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}batyupvoted (100.00%) @birdd / perlin-noise-and-terrain-generation2018/01/15 21:19:12
batyupvoted (100.00%) @birdd / perlin-noise-and-terrain-generation
2018/01/15 21:19:12
| author | birdd |
| permlink | perlin-noise-and-terrain-generation |
| voter | baty |
| weight | 10000 (100.00%) |
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View Raw JSON Data
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}2018/01/15 14:57:36
2018/01/15 14:57:36
| id | follow |
| json | ["follow",{"follower":"birdd","following":"jrhughes","what":["blog"]}] |
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}birddupvoted (100.00%) @birdd / re-poet-re-birdd-perlin-noise-and-terrain-generation-20180115t123359485z2018/01/15 12:34:06
birddupvoted (100.00%) @birdd / re-poet-re-birdd-perlin-noise-and-terrain-generation-20180115t123359485z
2018/01/15 12:34:06
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| permlink | re-poet-re-birdd-perlin-noise-and-terrain-generation-20180115t123359485z |
| voter | birdd |
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| Transaction Info | Block #18999320/Trx a6c983b710966f30e3b723438c4937f101852942 |
View Raw JSON Data
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}birddupvoted (100.00%) @poet / re-birdd-perlin-noise-and-terrain-generation-20180115t122522200z2018/01/15 12:34:00
birddupvoted (100.00%) @poet / re-birdd-perlin-noise-and-terrain-generation-20180115t122522200z
2018/01/15 12:34:00
| author | poet |
| permlink | re-birdd-perlin-noise-and-terrain-generation-20180115t122522200z |
| voter | birdd |
| weight | 10000 (100.00%) |
| Transaction Info | Block #18999318/Trx 3ea830d4bd0256a35a5f9e8bc8a202695be91e15 |
View Raw JSON Data
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2018/01/15 12:34:00
| author | birdd |
| body | Just did! Thanks, didn't know that was a tag ^^ |
| json metadata | {"tags":["programming"],"app":"steemit/0.1"} |
| parent author | poet |
| parent permlink | re-birdd-perlin-noise-and-terrain-generation-20180115t122522200z |
| permlink | re-poet-re-birdd-perlin-noise-and-terrain-generation-20180115t123359485z |
| title | |
| Transaction Info | Block #18999318/Trx 20b6086ba33578cafdcbba8a33ebb5796b03214e |
View Raw JSON Data
{
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"body": "Just did! Thanks, didn't know that was a tag ^^",
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}birddpublished a new post: perlin-noise-and-terrain-generation2018/01/15 12:33:45
birddpublished a new post: perlin-noise-and-terrain-generation
2018/01/15 12:33:45
| author | birdd |
| body |  [Perlin](https://en.wikipedia.org/wiki/Perlin_noise) [Noise](http://mrl.nyu.edu/~perlin/noise/) is an algorithm that is used often to generate things procedurally, often terrain. If you've ever seen [Minecraft](minecraft.net) then you've probably seen terrain generation using Perlin Noise. So then, how does this work? Perlin Noise is a type of [Gradient Noise](https://en.wikipedia.org/wiki/Gradient_noise) which was developed by [Ken Perlin](https://en.wikipedia.org/wiki/Ken_Perlin). To be completely honest, I am not even close to able to describe how these things work in detail, so I would highly recommend you read the wikipedia articles I linked above to understand everything better. From here, I'll show some examples and a slight bit of code for how this all works. I'll be coding in [Roblox](roblox.com), but frankly you can use basically any engine you'd like and as long as you're able to write it this would be able to work nearly the same, I'm just most comfortable with this. To start, we'd create a grid (we obviously don't have to create the grid separately, but it's easiest to show off). I've colored the grid red & black so you can see that it *is* a grid.  This is where Noise comes in. The first option that came to my mind when researching this, was to position the parts randomly based on a few different factors. That's a lot of math I don't want to do, and it would also look pretty ugly. To my knowledge, most coding languages have a noise function in them. I'm coding in Lua, so I know mine does. Noise will take this grid and based on a few arguments we give send us back a value between -1 and 1 that we will be using as our Y value (height).  Woah. That went pretty fast. You can see now our checkerboard has some height to it! It raises in some areas, dips in others. Now we have terrain! Generally you're able to color it with [Height Mapping](https://en.wikipedia.org/wiki/Heightmap), basing the color off of its height for an image like this.  I also added a sea level here, as I prefer the look with that. Now we have snowy mountains, some grassy areas, lakes, rivers, etc. With a bigger map, this would look very repetitive and boring. How do we avoid that? Most games that I can think of will generate each different biome using different arguments for Perlin Noise and then randomize what one they generate. This works for the most part, but it winds up with some wonky math. I do not have any reference that I have made for this, but [here's](https://www.youtube.com/watch?v=Xq3isov6mZ8) someone coding Minecraft in one week instead. It was really neat to watch, and I'd highly recommend it. Source code is also there! To end this off, Algorithms of all kinds are really cool. Perlin Noise especially is, and we see it in a lot of areas. |
| json metadata | {"tags":["programming","technology","computers","gaming","gamedev"],"image":["https://steemitimages.com/DQmdES7JtYqGkpozZ4E9knr1HtdjzVpmzx4j3dJ7HjVApLq/raw2d.png","https://steemitimages.com/DQmSqgMpYJRuuBGtFQz9Gt8Tbg9ptMST1rF8uze7UPDsaP8/2018-01-15_06-32-44.gif","https://steemitimages.com/DQmbJcPxqKec7t1FKihebcz6fr3PZzpHVnTpqQRDKUxyB48/2018-01-15_06-36-56.gif","https://steemitimages.com/DQmV9PCwm2XBFPxTqGwKWroCG5cjpiXi3kXVS99dwCJLHFz/RobloxStudioBeta_2018-01-15_06-40-19.png"],"links":["https://en.wikipedia.org/wiki/Perlin_noise","http://mrl.nyu.edu/~perlin/noise/","minecraft.net","https://en.wikipedia.org/wiki/Gradient_noise","https://en.wikipedia.org/wiki/Ken_Perlin","roblox.com","https://en.wikipedia.org/wiki/Heightmap","https://www.youtube.com/watch?v=Xq3isov6mZ8"],"app":"steemit/0.1","format":"markdown"} |
| parent author | |
| parent permlink | programming |
| permlink | perlin-noise-and-terrain-generation |
| title | Perlin Noise & Terrain Generation |
| Transaction Info | Block #18999313/Trx 216e2a0694b2e89779dab47f08fed23803f5f331 |
View Raw JSON Data
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"body": "\n \n[Perlin](https://en.wikipedia.org/wiki/Perlin_noise) [Noise](http://mrl.nyu.edu/~perlin/noise/) is an algorithm that is used often to generate things procedurally, often terrain. If you've ever seen [Minecraft](minecraft.net) then you've probably seen terrain generation using Perlin Noise.\n\nSo then, how does this work? Perlin Noise is a type of [Gradient Noise](https://en.wikipedia.org/wiki/Gradient_noise) which was developed by [Ken Perlin](https://en.wikipedia.org/wiki/Ken_Perlin). To be completely honest, I am not even close to able to describe how these things work in detail, so I would highly recommend you read the wikipedia articles I linked above to understand everything better.\n\nFrom here, I'll show some examples and a slight bit of code for how this all works. I'll be coding in [Roblox](roblox.com), but frankly you can use basically any engine you'd like and as long as you're able to write it this would be able to work nearly the same, I'm just most comfortable with this.\n\nTo start, we'd create a grid (we obviously don't have to create the grid separately, but it's easiest to show off). I've colored the grid red & black so you can see that it *is* a grid.\n\n\n\nThis is where Noise comes in. The first option that came to my mind when researching this, was to position the parts randomly based on a few different factors. That's a lot of math I don't want to do, and it would also look pretty ugly.\n\nTo my knowledge, most coding languages have a noise function in them. I'm coding in Lua, so I know mine does. Noise will take this grid and based on a few arguments we give send us back a value between -1 and 1 that we will be using as our Y value (height).\n\n\n\nWoah. That went pretty fast. You can see now our checkerboard has some height to it! It raises in some areas, dips in others. Now we have terrain! Generally you're able to color it with [Height Mapping](https://en.wikipedia.org/wiki/Heightmap), basing the color off of its height for an image like this.\n\n\n\nI also added a sea level here, as I prefer the look with that. Now we have snowy mountains, some grassy areas, lakes, rivers, etc. With a bigger map, this would look very repetitive and boring. How do we avoid that? Most games that I can think of will generate each different biome using different arguments for Perlin Noise and then randomize what one they generate. This works for the most part, but it winds up with some wonky math. I do not have any reference that I have made for this, but [here's](https://www.youtube.com/watch?v=Xq3isov6mZ8) someone coding Minecraft in one week instead. It was really neat to watch, and I'd highly recommend it. Source code is also there!\n\nTo end this off, Algorithms of all kinds are really cool. Perlin Noise especially is, and we see it in a lot of areas.",
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2018/01/15 12:25:21
| author | poet |
| body | Add the tag gamedev :) |
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| permlink | re-birdd-perlin-noise-and-terrain-generation-20180115t122522200z |
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}poetupvoted (100.00%) @birdd / perlin-noise-and-terrain-generation2018/01/15 12:24:57
poetupvoted (100.00%) @birdd / perlin-noise-and-terrain-generation
2018/01/15 12:24:57
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}birddupvoted (100.00%) @birdd / perlin-noise-and-terrain-generation2018/01/15 11:45:39
birddupvoted (100.00%) @birdd / perlin-noise-and-terrain-generation
2018/01/15 11:45:39
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}birddpublished a new post: perlin-noise-and-terrain-generation2018/01/15 11:45:39
birddpublished a new post: perlin-noise-and-terrain-generation
2018/01/15 11:45:39
| author | birdd |
| body |  [Perlin](https://en.wikipedia.org/wiki/Perlin_noise) [Noise](http://mrl.nyu.edu/~perlin/noise/) is an algorithm that is used often to generate things procedurally, often terrain. If you've ever seen [Minecraft](minecraft.net) then you've probably seen terrain generation using Perlin Noise. So then, how does this work? Perlin Noise is a type of [Gradient Noise](https://en.wikipedia.org/wiki/Gradient_noise) which was developed by [Ken Perlin](https://en.wikipedia.org/wiki/Ken_Perlin). To be completely honest, I am not even close to able to describe how these things work in detail, so I would highly recommend you read the wikipedia articles I linked above to understand everything better. From here, I'll show some examples and a slight bit of code for how this all works. I'll be coding in [Roblox](roblox.com), but frankly you can use basically any engine you'd like and as long as you're able to write it this would be able to work nearly the same, I'm just most comfortable with this. To start, we'd create a grid (we obviously don't have to create the grid separately, but it's easiest to show off). I've colored the grid red & black so you can see that it *is* a grid.  This is where Noise comes in. The first option that came to my mind when researching this, was to position the parts randomly based on a few different factors. That's a lot of math I don't want to do, and it would also look pretty ugly. To my knowledge, most coding languages have a noise function in them. I'm coding in Lua, so I know mine does. Noise will take this grid and based on a few arguments we give send us back a value between -1 and 1 that we will be using as our Y value (height).  Woah. That went pretty fast. You can see now our checkerboard has some height to it! It raises in some areas, dips in others. Now we have terrain! Generally you're able to color it with [Height Mapping](https://en.wikipedia.org/wiki/Heightmap), basing the color off of its height for an image like this.  I also added a sea level here, as I prefer the look with that. Now we have snowy mountains, some grassy areas, lakes, rivers, etc. With a bigger map, this would look very repetitive and boring. How do we avoid that? Most games that I can think of will generate each different biome using different arguments for Perlin Noise and then randomize what one they generate. This works for the most part, but it winds up with some wonky math. I do not have any reference that I have made for this, but [here's](https://www.youtube.com/watch?v=Xq3isov6mZ8) someone coding Minecraft in one week instead. It was really neat to watch, and I'd highly recommend it. Source code is also there! To end this off, Algorithms of all kinds are really cool. Perlin Noise especially is, and we see it in a lot of areas. |
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"body": "\n \n[Perlin](https://en.wikipedia.org/wiki/Perlin_noise) [Noise](http://mrl.nyu.edu/~perlin/noise/) is an algorithm that is used often to generate things procedurally, often terrain. If you've ever seen [Minecraft](minecraft.net) then you've probably seen terrain generation using Perlin Noise.\n\nSo then, how does this work? Perlin Noise is a type of [Gradient Noise](https://en.wikipedia.org/wiki/Gradient_noise) which was developed by [Ken Perlin](https://en.wikipedia.org/wiki/Ken_Perlin). To be completely honest, I am not even close to able to describe how these things work in detail, so I would highly recommend you read the wikipedia articles I linked above to understand everything better.\n\nFrom here, I'll show some examples and a slight bit of code for how this all works. I'll be coding in [Roblox](roblox.com), but frankly you can use basically any engine you'd like and as long as you're able to write it this would be able to work nearly the same, I'm just most comfortable with this.\n\nTo start, we'd create a grid (we obviously don't have to create the grid separately, but it's easiest to show off). I've colored the grid red & black so you can see that it *is* a grid.\n\n\n\nThis is where Noise comes in. The first option that came to my mind when researching this, was to position the parts randomly based on a few different factors. That's a lot of math I don't want to do, and it would also look pretty ugly.\n\nTo my knowledge, most coding languages have a noise function in them. I'm coding in Lua, so I know mine does. Noise will take this grid and based on a few arguments we give send us back a value between -1 and 1 that we will be using as our Y value (height).\n\n\n\nWoah. That went pretty fast. You can see now our checkerboard has some height to it! It raises in some areas, dips in others. Now we have terrain! Generally you're able to color it with [Height Mapping](https://en.wikipedia.org/wiki/Heightmap), basing the color off of its height for an image like this.\n\n\n\nI also added a sea level here, as I prefer the look with that. Now we have snowy mountains, some grassy areas, lakes, rivers, etc. With a bigger map, this would look very repetitive and boring. How do we avoid that? Most games that I can think of will generate each different biome using different arguments for Perlin Noise and then randomize what one they generate. This works for the most part, but it winds up with some wonky math. I do not have any reference that I have made for this, but [here's](https://www.youtube.com/watch?v=Xq3isov6mZ8) someone coding Minecraft in one week instead. It was really neat to watch, and I'd highly recommend it. Source code is also there!\n\nTo end this off, Algorithms of all kinds are really cool. Perlin Noise especially is, and we see it in a lot of areas.",
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}amos-robinsonupvoted (100.00%) @birdd / maze-generation-algorithms2018/01/13 22:44:48
amos-robinsonupvoted (100.00%) @birdd / maze-generation-algorithms
2018/01/13 22:44:48
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}authorofthingsupvoted (100.00%) @birdd / maze-generation-algorithms2018/01/12 22:57:21
authorofthingsupvoted (100.00%) @birdd / maze-generation-algorithms
2018/01/12 22:57:21
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}gekeupvoted (10.00%) @birdd / maze-generation-algorithms2018/01/12 17:47:03
gekeupvoted (10.00%) @birdd / maze-generation-algorithms
2018/01/12 17:47:03
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}birddupvoted (100.00%) @poet / re-birdd-maze-generation-algorithms-20180110t153525611z2018/01/11 05:18:57
birddupvoted (100.00%) @poet / re-birdd-maze-generation-algorithms-20180110t153525611z
2018/01/11 05:18:57
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}2018/01/10 15:35:27
2018/01/10 15:35:27
| author | poet |
| body | Very cool. Thanks especially for the visualization. I'm making [a game](https://steemit.com/gamedev/@poet/gamdev-blog-6-pointlessness) that will have a map. It's not going to be a one-solution maze, but it'll have maze-like characteristics, so this will help figuring out how I'd like to do it. |
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"body": "Very cool. Thanks especially for the visualization.\n\nI'm making [a game](https://steemit.com/gamedev/@poet/gamdev-blog-6-pointlessness) that will have a map. It's not going to be a one-solution maze, but it'll have maze-like characteristics, so this will help figuring out how I'd like to do it.",
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}poetupvoted (100.00%) @birdd / maze-generation-algorithms2018/01/10 15:34:06
poetupvoted (100.00%) @birdd / maze-generation-algorithms
2018/01/10 15:34:06
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}fminertenupvoted (2.00%) @birdd / maze-generation-algorithms2018/01/10 14:40:39
fminertenupvoted (2.00%) @birdd / maze-generation-algorithms
2018/01/10 14:40:39
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}steemptyupvoted (2.00%) @birdd / maze-generation-algorithms2018/01/10 14:40:36
steemptyupvoted (2.00%) @birdd / maze-generation-algorithms
2018/01/10 14:40:36
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}techslutupvoted (10.00%) @birdd / maze-generation-algorithms2018/01/10 14:35:21
techslutupvoted (10.00%) @birdd / maze-generation-algorithms
2018/01/10 14:35:21
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}birddupvoted (100.00%) @angeleyes / re-birdd-maze-generation-algorithms-20180110t034231514z2018/01/10 06:52:54
birddupvoted (100.00%) @angeleyes / re-birdd-maze-generation-algorithms-20180110t034231514z
2018/01/10 06:52:54
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}pegasusphysicsupvoted (100.00%) @birdd / maze-generation-algorithms2018/01/10 03:47:27
pegasusphysicsupvoted (100.00%) @birdd / maze-generation-algorithms
2018/01/10 03:47:27
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2018/01/10 03:47:24
| author | jrhughes |
| body | You really suck for not showing me this when you posted it, lol! |
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2018/01/10 03:42:30
| author | angeleyes |
| body | How awesome! |
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}angeleyesupvoted (100.00%) @birdd / maze-generation-algorithms2018/01/10 03:41:42
angeleyesupvoted (100.00%) @birdd / maze-generation-algorithms
2018/01/10 03:41:42
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2018/01/10 03:27:48
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}jrhughesupvoted (100.00%) @birdd / maze-generation-algorithms2018/01/10 03:23:09
jrhughesupvoted (100.00%) @birdd / maze-generation-algorithms
2018/01/10 03:23:09
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2018/01/10 01:21:30
| author | birdd |
| body | These are really neat! Thanks for the link :) |
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}birddupvoted (100.00%) @almost-digital / re-birdd-maze-generation-algorithms-20180110t002740156z2018/01/10 01:21:12
birddupvoted (100.00%) @almost-digital / re-birdd-maze-generation-algorithms-20180110t002740156z
2018/01/10 01:21:12
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2018/01/10 00:27:39
| author | almost-digital |
| body | Welcome to steemit! If you like Maze generation and solving I highly recommend checking out Mike Bostock's [Visualizing Algorithms](https://bost.ocks.org/mike/algorithms/#maze-generation) |
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}almost-digitalupvoted (100.00%) @birdd / maze-generation-algorithms2018/01/10 00:25:06
almost-digitalupvoted (100.00%) @birdd / maze-generation-algorithms
2018/01/10 00:25:06
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}birddupvoted (100.00%) @birdd / maze-generation-algorithms2018/01/09 10:00:30
birddupvoted (100.00%) @birdd / maze-generation-algorithms
2018/01/09 10:00:30
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}birddpublished a new post: maze-generation-algorithms2018/01/09 10:00:30
birddpublished a new post: maze-generation-algorithms
2018/01/09 10:00:30
| author | birdd |
| body | Mazes are cool and I'm pretty sure everyone likes them, I know I love them -- I do a lot of programming on a platform called [Roblox](www.roblox.com), which if their numbers in terms of growth show anything you've probably heard of. If you know nothing about programming, then that's fine, because frankly I don't really know much about it either and I'm pretty sure I've been faking my way through it this whole time. But either way, mazes are super rad and I set out on an adventure a week ago to make a random maze generator, but on Roblox. Here's what I learned and a bit about Mazes if you like them. Let's start out by talking about just *how* you generate a maze. Especially a random one, because that's pretty weird. [As you can see on Wikipedia](https://en.wikipedia.org/wiki/Maze_generation_algorithm) there's actually an entire article just on algorithms for Maze generation. The way you generate a Maze is sort of varied, I personally used a depth-first search with recursive backtracking. Let's describe that a bit more in-depth: Imagine a 10x10 grid, where each square is a cell. Each cell has a given column and row. Row 1, Column 1 would be the bottom left, while Row 10 and Column 10 would be the top right of the Maze. Depth-first search utilizes this by starting on a random cell of the maze, then selecting a random neighboring cell and removing the walls between those two cells. This continues until every cell has been visited, once that's finished then you have your maze! Woohoo! God I love mazes. [Here's a 30 second video of my Maze Generator going through so you can get a better understanding of how this works](https://puu.sh/yXubt/b4332741fc.mp4) There's a few things we didn't bring up in that quick explanation though: In Depth-first search, you have to make sure that the neighbors you're visiting haven't already been visited. Imagine if you start on Row 5 Column 5, and visit Row 5 Column 6, then move in a square back to Row 5 Column 5. You've essentially just made an open space of nothing-ness. That's not a labyrinth, nor a Maze! So instead, you cannot visit already visited neighbors. But then what happens if you walk into a square that is between 3 visited neighbors through the 4th, boxing you in? That's where recursive backtracking comes in. If that's the case, we'll go to the previous cell until we find one with more unvisited neighbors, until we've gotten all the way back to the start. Once we have, we know a maze has been created that isn't only solveable, but also random. In short, I love Mazes and they're really cool, and making a random Maze generator was a challenge that I really enjoyed even if at times I wanted to pull my hair out. |
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"body": "Mazes are cool and I'm pretty sure everyone likes them, I know I love them -- I do a lot of programming on a platform called [Roblox](www.roblox.com), which if their numbers in terms of growth show anything you've probably heard of.\n\nIf you know nothing about programming, then that's fine, because frankly I don't really know much about it either and I'm pretty sure I've been faking my way through it this whole time. But either way, mazes are super rad and I set out on an adventure a week ago to make a random maze generator, but on Roblox. Here's what I learned and a bit about Mazes if you like them.\n\nLet's start out by talking about just *how* you generate a maze. Especially a random one, because that's pretty weird. [As you can see on Wikipedia](https://en.wikipedia.org/wiki/Maze_generation_algorithm) there's actually an entire article just on algorithms for Maze generation.\n\nThe way you generate a Maze is sort of varied, I personally used a depth-first search with recursive backtracking. Let's describe that a bit more in-depth: Imagine a 10x10 grid, where each square is a cell. Each cell has a given column and row. Row 1, Column 1 would be the bottom left, while Row 10 and Column 10 would be the top right of the Maze. Depth-first search utilizes this by starting on a random cell of the maze, then selecting a random neighboring cell and removing the walls between those two cells. This continues until every cell has been visited, once that's finished then you have your maze! Woohoo!\n\nGod I love mazes.\n\n[Here's a 30 second video of my Maze Generator going through so you can get a better understanding of how this works](https://puu.sh/yXubt/b4332741fc.mp4)\n\nThere's a few things we didn't bring up in that quick explanation though: In Depth-first search, you have to make sure that the neighbors you're visiting haven't already been visited. Imagine if you start on Row 5 Column 5, and visit Row 5 Column 6, then move in a square back to Row 5 Column 5. You've essentially just made an open space of nothing-ness. That's not a labyrinth, nor a Maze! So instead, you cannot visit already visited neighbors.\n\nBut then what happens if you walk into a square that is between 3 visited neighbors through the 4th, boxing you in? That's where recursive backtracking comes in. If that's the case, we'll go to the previous cell until we find one with more unvisited neighbors, until we've gotten all the way back to the start. Once we have, we know a maze has been created that isn't only solveable, but also random.\n\nIn short, I love Mazes and they're really cool, and making a random Maze generator was a challenge that I really enjoyed even if at times I wanted to pull my hair out.",
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birddupdated their account properties
2018/01/06 21:31:24
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birddupdated their account properties
2018/01/06 21:30:03
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2017/12/27 21:15:27
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}birddupdated options for why-all-birds-are-objectively-better-than-cats2017/12/13 21:05:09
birddupdated options for why-all-birds-are-objectively-better-than-cats
2017/12/13 21:05:09
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}birddpublished a new post: why-all-birds-are-objectively-better-than-cats2017/12/13 21:05:09
birddpublished a new post: why-all-birds-are-objectively-better-than-cats
2017/12/13 21:05:09
| author | birdd |
| body | Here I am to explain to you in this poorly formatted, poorly written post why Birds are better than cats. If you don't agree then you sure will after reading this post. Let's start with this. See that shit below me? Yeah, that's a fucking *bird*. Not only is that a fucking Bird, that fucking Bird has a handcrafted Santa hat. Yeah, festive as shit right?  Look, if you're still not sold on Birds than I don't even know how to help other than by showing you some ugly ass cats.  Yeah. That's the most festive cat you'll see in your fucking life. This is a Sphynx cat and god damn is it ugly. But I still love it. But you know what I love more? Birds. Does that Santa costume look hand crafted? No. You know why? Because it *isn't*. Unlike the Birds Santa hat. Starting to understand why Birds are better? Now look, this article is not only to shit all over cats and make you all understand why you should like Birds. It's also to show off some cute ass pictures of birds. What's that? Cats are the only cute animals? Fuck no. Birds are cute as shit. Check this out.  Holy *shit*. Have you ever seen anything as cute? That's a fucking Parrotlet. Not a Parrot, a mini Parrot called a Parrotlet. Yeah, I fucking thought you'd love it. Look at this little fucker screaming because it's almost *Christmas* and I bet that he's gonna get some awesome bird seed or some shit.  God damn, I'm loving birds more and more just writing this shit. Ready for the smackdown of why birds are the best? Have you ever visited [r/birdswitharms?](https://www.reddit.com/r/birdswitharms/) No? Well it's exactly what it fucking sounds like. A shitton of birds with arms photoshopped on to them. Have you ever seen that shit with cats? Look at this shit.  Look, I love all animals. Just Birds a lot more than others. Cats are great, Dogs are great, Birds are perfect. Let me leave you with this final image, of a pelican mariachi band. |
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| parent permlink | animals |
| permlink | why-all-birds-are-objectively-better-than-cats |
| title | Why all Birds are objectively better than Cats. |
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}birddupdated their account properties2017/12/13 20:42:09
birddupdated their account properties
2017/12/13 20:42:09
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2017/12/13 20:41:00
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