add slides for complex algorithms
add unity project for complex algorithms add example for bezier curves add example for game of life
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using System;
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using UnityEngine;
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using UnityEngine.EventSystems;
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namespace DefaultNamespace.GameOfLife
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{
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[RequireComponent(typeof(MeshRenderer))]
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public class Cell : MonoBehaviour, IPointerClickHandler
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{
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[SerializeField] private Material _aliveMaterial;
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[SerializeField] private Material _deadMaterial;
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private bool _isAlive = false;
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public bool IsAlive
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{
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get => _isAlive;
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set
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{
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_isAlive = value;
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_meshRenderer.material = _isAlive ? _aliveMaterial : _deadMaterial;
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}
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}
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private MeshRenderer _meshRenderer;
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private void Awake()
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{
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_meshRenderer = GetComponent<MeshRenderer>();
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IsAlive = false;
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}
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public void OnPointerClick(PointerEventData eventData)
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{
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IsAlive = !IsAlive;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: e4f96d892ca2491db7b7949b88a81ffb
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timeCreated: 1747129402
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@@ -0,0 +1,126 @@
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using System;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace DefaultNamespace.GameOfLife
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{
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public class GameOfLife : MonoBehaviour
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{
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[SerializeField] private Cell _cellPrefab;
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[SerializeField, Range(10, 999)] private int _rows = 50;
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[SerializeField, Range(10, 999)] private int _columns = 50;
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private Cell[] _cells;
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private int CalculateIndex(int column, int row) => row * _columns + column;
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private void Start()
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{
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_cells = new Cell[_rows * _columns];
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for (int x = 0; x < _columns; x++)
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{
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for (int y = 0; y < _rows; y++)
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{
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Cell cell = Instantiate(_cellPrefab, transform);
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cell.name = $"{x:000} / {y:000}";
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cell.transform.localPosition = new Vector3(x, y, 0.0f);
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_cells[CalculateIndex(x, y)] = cell;
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}
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}
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}
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private void SimulateStep()
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{
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// collect new states
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bool[] newStates = new bool[_rows * _columns];
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// change states - apply rules
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for (int x = 0; x < _columns; x++)
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{
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for (int y = 0; y < _rows; y++)
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{
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int index = CalculateIndex(x, y);
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bool cellState = _cells[index].IsAlive;
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int neighbors = CountNeighbors(x, y);
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if (cellState)
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{
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// cell is alive
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// rule 1: less than two neighbors => die
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if (neighbors < 2) cellState = false;
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// rule 2: equal to two or three neighbors => stay alive
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if (neighbors is 2 or 3) cellState = true;
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// rule 3: more than three neighbors => die
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if (neighbors > 3) cellState = false;
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}
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else
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{
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// cell is dead
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// rule 4: equal to three neighbors => birth
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if (neighbors == 3) cellState = true;
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}
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newStates[index] = cellState;
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}
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}
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// transfer new states
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for (int i = 0; i < _cells.Length; i++)
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{
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_cells[i].IsAlive = newStates[i];
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}
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}
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private int CountNeighbors(int column, int row)
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{
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int count = 0;
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for (int dx = -1; dx <= 1; dx++)
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{
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for (int dy = -1; dy <= 1; dy++)
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{
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// exception: own cell
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if (dx == 0 && dy == 0) continue;
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int currentX = column + dx;
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int currentY = row + dy;
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// exception: borders
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if (currentX < 0 || currentX >= _columns) continue;
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if (currentY < 0 || currentY >= _rows) continue;
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if (_cells[CalculateIndex(currentX, currentY)].IsAlive) count++;
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}
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}
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return count;
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}
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public void OnFillGridRandomlyButtonClick()
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{
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for (int i = 0; i < _cells.Length; i++)
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{
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_cells[i].IsAlive = Random.value < 0.1f;
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}
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}
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public void OnSimulateStepButtonClick() => SimulateStep();
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public void OnResetGridButtonClick()
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{
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for (int i = 0; i < _cells.Length; i++)
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{
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_cells[i].IsAlive = false;
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}
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OnStopSimulationButtonClick();
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}
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public void OnStartSimulationButtonClick() => InvokeRepeating(nameof(SimulateStep), 0.0f, 0.5f);
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public void OnStopSimulationButtonClick() => CancelInvoke();
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 3a1d38b564b34425a470c941565db2ca
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timeCreated: 1747130073
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