Foundations of Chess Strategy by Lars Bo Hansen

By Lars Bo Hansen

Chess is a online game the place profound strategic considering has to be allied with smart temporary strategies. such a lot past works on approach specialise in particular facets of chess process, yet Lars Bo Hansen's goals listed here are varied. He creates a framework within which a number of the parts may be systematically integrated and arranged - a framework that might aid chess-players to consider chess approach in the course of functional play. the speculation of industrial approach is commonly constructed, and Hansen adopts the unconventional method of investigating no matter if any of the mammoth quantities of study and modelling performed for company reasons should be utilized in chess. He reveals that there are certainly many beneficial parallels, and specializes in how those principles can be utilized to strong impression through chess-players either of their training and while making over-the-board decisions.

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Modify the initializeGL() function to include the initialization of the vertex buffer and the shader program. 0); // set the color to be cleared // A. js // B. "); } } The code in bold shows you should modify the initializeGL() function to call the initSquareBuffer() and initSimpleShader() functions after successfully obtaining the WebGL context. 2. Replace the clearCanvas() function with the drawSquare() function for drawing the defined square. TRIANGLE_STRIP, 0, 4); } This code shows the steps to draw with WebGL.

This organization does not lend itself to supporting changes in functionality or growth in complexity. In the next sections, you will encapsulate and abstract portions of this example to form the basis of the game engine framework. Abstraction with JavaScript Objects The previous project decomposed the drawing of a square into logical modules and implemented the modules as files containing global functions and variables. In software engineering, this solution process is referred to as functional decomposition, and the implementation is referred to as procedural programming.

This chapter examines the fundamentals of drawing with WebGL, designs abstractions to encapsulate irrelevant details to facilitate easy programming, and builds the foundational infrastructure to organize a complex source code system to support future expansion. Canvas for Drawing To draw, you must first define and dedicate an area within the web page. We will begin with using the HTML canvas element to define an area for WebGL drawing. The HTML5 Canvas Project This project demonstrates how to draw and clear a canvas element on a web page.

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