Algorithms are used for calculation, data processing, and automated reasoning. More precisely, an algorithm is an effective method expressed as a finite list of well-defined instructions for calculating a function.
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38 views
converting 2d grid of squares to polygon nav mesh
I haven't actually started programming for this one yet, but I wanted to see how I would go about doing this anyway.
Say I have a 2D matrix of squares, all of the same size, some traversable and some ...
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2answers
65 views
how to calculate intersection time and place of multiple moving arcs
I have rocks orbiting moons, moons orbiting planets, planets orbiting suns, and suns orbiting black holes, and the current system could have many many layers of orbitage.
the position of any object ...
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2answers
121 views
Data structure for bubble shooter game
I'm starting to make a bubble shooter game for a mobile OS. Assume this is just the basic "three or more same-color bubbles that touch pop" and all bubbles that are separated from their group ...
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2answers
132 views
Finding shapes in 2D Array, then optimising
I've just been allowed an image...The image below from my game shows some darkened blocks, which have been recognised as being part of a "T" shape. As can be seen, the code has darkened the blocks ...
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1answer
56 views
Game window systems and internal frames
I don't know if this is a valid question, but: What kind of window manager do games use which have internal frames (Frames inside frames)? Does this differ between the programming languages (Are e.g. ...
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1answer
165 views
Generating random tunnels
What methods could we use to generate a random tunnel, similar to the one in this classic helicopter game? Other than that it should be smooth and allow you to navigate through it, while looking as ...
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1answer
85 views
Object detection in bitmap JavaScript canvas
I want to detect clicks on canvas elements which are drawn using paths. So far I have stored element paths in a JavaScript data structure and then check the coordinates of hits which match the ...
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1answer
225 views
AI Game Programming : Bayesian Networks, how to make efficient?
We know that AI is one of the most important part of Game Programming. Bayesian networks is one of the core part of AI at Game Programming.
Bayesian networks are graphs that compactly represent the ...
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1answer
104 views
Ideas for 2d fire simulation [closed]
I want to simulate a fire in a flat and non flat* surface (fire spread modelling).
I've seen that cellular automata is one of the algorithms that can be used. Are there other algorithms that would be ...
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216 views
Diamond-square terrain generation problem
I've implemented a diamond-square algorithm according to this article:
http://www.lighthouse3d.com/opengl/terrain/index.php?mpd2
The problem is that I get these steep cliffs all over the map. It ...
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1answer
86 views
Negamax implementation doesn't appear to work with tic-tac-toe
I've implemented Negamax as it can be found on wikipedia, which includes alpha/beta pruning.
However, it seems to favor a losing move, which should be an invalid result.
The game is Tic-Tac-Toe, ...
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372 views
Low CPU/Memory/Memory-bandwith Pathfinding (maybe like in Warcraft 1)
Dijkstra and A* are all nice and popular but what kind of algorithm was used in Warcraft 1 for pathfinding?
I remember that the enemy could get trapped in bowl-like caverns which means there were ...
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93 views
Efficient mapping layout in 2D side-scroller, and collisions between character and the world
I haven't touched Visual Studio for a couple months now, but I was playing a game from the '90s toady and had an epiphany: I was looking for something what i didn't need, and I wasn't using what I ...
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1answer
161 views
What kind of shader is this?
Cube World uses a pretty good looking shader, I especially like the shading of the characters:
Is this soft shading? I'd like to achieve this effect in Unity 3D Free, but since the free version ...
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2answers
145 views
How to decompose sprite sheet
I have a lot of spritesheets that are poorly formatted that I want to decompose, or split out into many small images, one for each sprite.
If I can do that, I can use my custom texture packer tool to ...