Tagged Questions
The algorithm tag has no wiki summary.
2
votes
2answers
141 views
Is there a known most efficient version of A* search algorithm?
Is there a known 'most efficient' version of the A* search algorithm? I know some people write papers on the most efficient way to compute common operations, has this been done for A*?
3
votes
3answers
159 views
Efficient Tile-based collision detection for a lot of squares?
currently I am working on my own take of a tile-based game (think Terraria, but less fantastical (I think that's a word? Sorry if it isn't)).
Anyway, I currently have collision detection working ...
3
votes
1answer
124 views
Documentation on 2D space partitioning
I am looking for documentation that explains the different kinds of (well the major ones anyway) 2D space partitioning algorithms & data structures.
Any pointers besides 'Google it and sift ...
2
votes
1answer
82 views
How does double dispatch help collision detection?
There are a few specific techniques to test if one object has hit another object in a game. One of them is called "double dispatch." Can someone explain what double dispatch is, and how it can be used ...
13
votes
3answers
522 views
How can I generate floating land masses for a Minecraft-like engine?
I am creating a Minecraft-like engine in XNA. What I want to do is create floating islands similar to the one shown in this video:
http://www.youtube.com/watch?v=gqHVOEPQK5g&feature=related
...
5
votes
2answers
109 views
Tile pair matching algorithm
I'm trying to make a tile matching game. User can select a pair of tiles from a square grid, and if they match, both are removed from the grid.
Tiles are matched if:
they are of the same type ...
4
votes
2answers
135 views
What is the best way to store temporary selected characters and their insertion order?
I'm developing word game similar to word mole. I'm having a hard time determining how to store temporary selected character (and in turn will changed into word).
Here's the situations. Say, I have ...
3
votes
2answers
168 views
How to place objects/entities randomly in JS?
I'm making a game and I have a script (running it with Node) on the server that currently just randomly places things on the map... I'd like to change that. I saw something about Perlin noise but I'm ...
4
votes
1answer
165 views
Generate islands/continents with simplex noise
Managed to get something like this using a simplexnoise port i made from the original javacode to php:
Used some tips from other post:
Understanding Perlin Noise
basically, lowered the frequency ...
2
votes
1answer
81 views
Help me to fine tune my diamond-square algorithm
Check this map i generated:
I seeded a sine wave to act as a mountain range. The lower portion of the sine wave looks fine, but the upper side is thin, the algorithm did not do its magic there ...
2
votes
1answer
124 views
How can I organize code for views efficiently?
I'm making a video game for the Android platform and I need advice on the overall set up of the activities and views in the code. I don't need actual code, psuedocode will do, but actual code always ...
3
votes
2answers
98 views
Balancing a binary tree continuously
In my game I have a tree of objects in 3D space, to which new objects are frequently added.
Over time, the binary tree becomes unbalanced which is a big problem for efficiency as the tree can become ...
2
votes
2answers
115 views
Algorithm to generate small tree-like branches?
I'd like to seed a void map with "branches" of sine waves or any other waveform. Something like:
Know of any algorithm? Has to be one to generate trees or something like that.
3
votes
1answer
80 views
Find sub-graphs in a graph
The initial problem I'm trying to solve is for pac-man, but of course there must be thousands of other situations with the same problem. I consider the pac-man grid to be a graph (two ways of doing ...
2
votes
3answers
113 views
Simple speed deceleration with variable time step?
When you use a fixed time step you can call speed=speed*0.95 to emulate speed deceleration in a simple way.
I want to do the same thing with variable time step.
I wish to have a simple function ...