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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6 views
Bounds Queries for Simplex Noise Function
How do I construct a Bounds Query for 3D Simplex Noise?
[This is more or less a follow-up to my last question]
Simply put, for an arbitrary octree node (cube) in my volume (a section of Unity3d ...
2
votes
1answer
62 views
Best practice for organizing the physics of objects?
Apologies because this is a long post and I am inexperienced. I would really appreciate the input from some experienced developers.
These are my two goals for this project:
To learn the best ...
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0answers
23 views
A star search algorithm for android/Java [on hold]
I am trying to make a search algorithm that will find the smallest distance from a starting point to and end point. These coordinates are pointF objects ...
-1
votes
0answers
63 views
2D Platformer procedural world generation [closed]
So I would like to have 2D procedural terrain generation for my platformer game. I am new to random generation although I have spent hours trying to learn and understand it. I persoanlly cannot ...
1
vote
2answers
174 views
Efficiently detecting objects inside multiple radius
I would like to create a game for mobile that require to calculate multiple time by seconds which moving objects are in the radius of moving points. The game is highly inspired from Gratuitous Space ...
0
votes
2answers
185 views
match 3 Shuffling
I'm interested in hearing about to implement similar functionality to Candy Crush's shuffling. I have an algorithm to determine if there are any matches available and if there aren't, I want to ...
2
votes
1answer
153 views
Procedural terrain generation
Currently I have a procedurally generated planet using multiple octaves of perlin noise. The thing is, that I don't generate heightmap, but rather get the values of perlin function and apply them ...
3
votes
1answer
159 views
How can I determine the extreme color values in a texture?
I am looking for a way to determine the most extreme color values for all of the texels in a texture. So for a texture consisting only of black and white texels, the extreme values should be (0,0,0) ...
2
votes
1answer
105 views
Is it more efficient to use an A* algorithm or a line system drawn in pathfinding in C#?
I was recently introduced to the A* algorithm when I asked a friend about making AI/NPC's in video games move to certain points and it sounded very interesting. I am building an FPS and it has AI that ...
1
vote
2answers
83 views
GA - Genetic Algorithm for Enemy
So I'm starting a project which aims to make a good AI for my game monsters.
So far I have set up the GA and got some results.
There's two genes, with one chromosome each.
The monster either ...
0
votes
1answer
26 views
Is there an equation to determine when to invoke extrapolation in response to lag?
I've implemented interpolation to smooth character drawing in my networked game. But now I want to fall back on extrapolation if too much time has passed from a user sending an update and the ...
2
votes
2answers
131 views
How can I simulate the sun's position for 3D lighting?
I'm using a directional light as a light source. It dosn't have a positon, only a direction, represented by a vec3.
I'm trying to figure out how to make the light direction to simulate sun movement ...
0
votes
0answers
48 views
Libnoise producing completely random noise
I am using libnoise in C++ taken and I have some problems with getting coherent noise. I mean, the noise produced now are completely random and it doesn't look like a noise.
Here's a to the image ...
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0answers
86 views
Sun & Moon Movement
I'm creating a 2D HTML5 Canvas Game and am stuck on how to go about animating my Sun & Moon. The current setup is basically setting the moon at -1024 on the X-axis and the sun at 0 and animating ...
0
votes
0answers
67 views
Pixel alignment algorithm
I have a set of square blocks, I want to draw them in a window. I am sure the coordinates calculation is correct. But on the screen, some squares' edge overlap with other, some are not.
I remember ...
1
vote
1answer
50 views
Creating blur with an alpha channel, incorrect inclusion of black
I'm trying to do a blur on a texture with an alpha channel. Using a typical approach (two-pass, gaussian weighting) I end up with a very dark blur. The reason is because the blurring does not properly ...
2
votes
2answers
158 views
Non-perfect maze generation algorithm
I want to generate a maze with the following properties:
The maze is non-perfect. Means it has loops and multiple ways to reach the exit.
The maze should be random. The algorithm should output ...
1
vote
1answer
35 views
Draw a rotated rectfill in Allegro 4.2?
I'd like to use Matricies to transform primitive geometric shapes and draw them using the Allegro library using version 4.2 (I can not switch to 5.x just yet). This works fine for non-filled objects ...
1
vote
2answers
52 views
Server side random selection of players
Assuming I have a simple client-server game, where the server picks random players on a very frequent base, I was wondering what is the best way to select a random player (According to the following ...
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0answers
44 views
How is the “continues road” from 80's games called and done? [duplicate]
i like to test the "continues road" effect from 80's racing games . i call it like this i have no idea how it really called
the effect that a car is in front of you , and the road is Approaching to ...
1
vote
0answers
30 views
Any tips on developing an RTS unit movement collision? [duplicate]
so I am developing an RTS and I am a little stuck at this. I am not talking about pathfinding algorithms like A*. The problem is moving units in bulk and their collision along the way. Can anyone give ...
0
votes
1answer
85 views
How to store and use different AI behaviours
I'm coding a space shooter on three.js (WebGL) and since the game I'm doing is rather simple, plus I want to keep controll of the structure, I'm not using a game engine.
I'm using oop classes and ...
14
votes
5answers
2k views
Networking for Real Time Strategy games
I'm developing a real time strategy game for a computer science course I'm taking. One of the harder aspects of it seems to be client-server networking and synchronization. I've read up on this topic ...
3
votes
0answers
83 views
Learning game and effect related mathematical tricks [closed]
I'm trying to learn how to code some "effects" more succinctly.
For example, I have sprite clouds in my game, and their transparency is determined with the following formula on their update-method, ...
0
votes
1answer
195 views
Random/procedural generation of puzzle-platform levels
I have an idea for a puzzle-platform game where the levels would be randomly generated. Creating a random generation is relatively simple. What's not easy is checking that randomly generated level to ...
2
votes
2answers
94 views
Connecting two arbitrary points with 2 lines
DEFINITIONS:
Any "Point (x, y)" mentioned below is really the bottom left coordinates of a 1 unit by 1 unit rectangle. A "Line" is a defined as a rectangle that is either 1 unit tall and 1 unit or ...
1
vote
3answers
62 views
How do I find the intersection of a ray and a cylinder?
I'm looking for the algorithm to find the intersection (or lack of) between a ray and a cylinder. I have rotating coin like objects in my game world and need to check for a collision on that object. I ...
11
votes
2answers
296 views
Axis Aligned Spatial Division : Divide space into random rectangles?
I need a method to divide 3d space into random axis aligned box shapes. For now
I am currently dividing the 2d space for testing purposes. The most immediate approach I came up with was to define a ...
0
votes
1answer
78 views
What is the simplest algorithm or pattern to continues ground/Floor
Im beginner in 3d gaming , i have basic question not Language specific.
Say i have ground model for example terrain i modeled what is the common way to load the terrain and use it again Or load ...
1
vote
1answer
69 views
Can I use a list sorted by Morton Code for broad phase collision detection?
Until now I used a list of objects sorted by a single axis for limiting the amount of objects that collisions are checked against.
The idea is simple: if the x coordinate of two objects differs by ...
6
votes
3answers
189 views
Determine if a set of tiles on a grid forms an enclosed shape
Given a set of tiles on a grid, I want to determine:
If the tiles make an enclosed figure
If the tiles make an enclosed figure when you count the sides of the board as an edge of the figure
If ...
-1
votes
1answer
57 views
Match-3 Shuffle Required?
How can I detect if there are no more potential matches possible and therefore a shuffle is required?
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votes
2answers
52 views
How do I know when a player has crossed a point threshold?
I’m needing help figuring out logic when adding a time bonus to my game.
I only want to reward the player with extra time if they level up.
Currently when the player’s score is less than 100 no ...
0
votes
2answers
202 views
best way to implement movement after A* pathfinding? tile-based movement vs pixel-based?
I was able to implement the A* pathfinding algorithm to calculate a path from the enemy to player.
After trying to do movement well, I realized I ran into all sorts of problems. I was able to add ...
2
votes
1answer
94 views
How do I convert a partially transparent image into polygons?
I'm using GLEE2D, a level editor allowing me to import images, scale them, rotate them, and position them onto layers and export the data into XML format. However, it does not tell me objects' ...
0
votes
1answer
41 views
What is the actual formula to find the vertices of an animation frame in using a BVH file?
I've read this tutorial and tried many formulas to build the skeleton. I am able to build it without the rotations, but those break everything. This, for example, is a simplified code for one of my ...
2
votes
1answer
180 views
How do I avoid pathfinding characters getting stuck in corners?
I used A* pathfinding to return a list of Tiles to get from an enemy to the player. After that, I wasn't sure how to actually move the enemy.
What I ended up doing was get the first Tile in the path. ...
0
votes
0answers
25 views
How to reduce n^2 complexity when checking for collisions and attacks? [duplicate]
I have a snake clone game, but each element can attack enemies and enemies may attack elements in snake.
They all have range of attack, and what I do is every time my update loop triggers (60 times ...
0
votes
1answer
276 views
Hearthstone suggest a card algorithm [closed]
Does anyone have an insight of the suggest a card algorithm in hearthstone deckbuilding? I would like to try to see it that same suggestion can be applied in MtG, having for example to choose your ...
3
votes
1answer
66 views
Field of view determination with partially opaque cells
I'm currently implementing the field of view of a player in a 2D-grid based game. I've chosen a standard ray tracing algorithm because he really fits the features needed in my game.
However, the ...
2
votes
0answers
73 views
Astar optimalization (A*) [closed]
So I have written own implementation of AStar (A*) algorithm to find paths around my 2d tile based map. My problem is that if I call it each frame (I need to do it) and I'm searching path from corner ...
3
votes
2answers
184 views
How simulate the return effect of the wheel of fortune needle
I am trying to create a spinning wheel which slows down after a specific time.
I managed to simulate the slowdown of the wheel but I need also to put a needle which go up and down with an angle of ...
0
votes
0answers
32 views
How to combine vertex, normal, UVW arrays optimally?
In Unity, meshes have multiple arrays for various vertex components (Normal, Position, UV coord, etc), and triangles consist of three indices that define the (same) offset into each array to build the ...
13
votes
2answers
481 views
How can I generate a lightning bolt effect?
Is there an algorithm to generate a lightning bolt?
I would like an algorithm that generates a list of segment or point objects specifying where the bolt will land. The method would need a start ...
4
votes
1answer
96 views
Pathfinding avoid a list of polygon
i'm working on a 2D RTS project, no tile-based map. I have a problem on building map data structure & algorithm for that. I already think of a naive algorithm to solve that. Of course it's very ...
7
votes
3answers
226 views
How can I add and subtract convex polygons?
I have two 2D convex polygons overlapping each other. I am looking for an algorithm to subtract and add them. The result must be a single concave polygon or (even better) a set of biggest convex ones ...
-1
votes
1answer
230 views
Tower Defense Search Enemies Efficiently
I had a problem with the build of a TD.
I got a slow - non efficient search for towers find targets to shoot.
PD: enemies[] got all the active & non-active enemies (death and alive) ->Im using ...
0
votes
0answers
47 views
Java Angle Math: Calculate how near the player looks to an entity [duplicate]
I am programming a Minecraft Bukkit plugin and need a way to calculate an input number from 0 to 360 for displaying a custom compass / radar. So if the player directly looks at the object (shouldn't ...
3
votes
1answer
166 views
How to create a grid based on random shapes?
How to create a "grid" using actionscript like the image below?
Basically you have an area of 1100x615 which should be filled with shapes that could be rotated and scaled...
Collision detection ...
0
votes
4answers
294 views
Carve river beds into existing 3d procedural generated terrain
Ok, I've read many threads around about procedural terrain generation with rivers and roads but they suggest approaches from zero to result.
I'd like to know if exists an algorithm to apply to an ...