The recursion tag has no wiki summary.
12
votes
4answers
4k views
How can I implement voxel-based lighting with occlusion in a Minecraft-style game?
I am using C# and XNA. My current algorithm for lighting is a recursive method. However, it is expensive, to the point where one 8x128x8 chunk calculated every 5 seconds.
Are there other lighting ...
10
votes
2answers
439 views
How to determine if a 3D voxel-based room is sealed, efficiently
I've been having some issues with efficiently determining if large rooms are sealed in a voxel-based 3D rooms. I'm at a point where I have tried my hardest to solve the problem without asking for ...
4
votes
1answer
812 views
Issue with implemented Minesweeper algorithm
So I'm attempting to learn Python by way of Minesweeper. I've got experience with SDL, so I figured playing around with PyGame sounded like a fun way to learn the syntax of the language.
Anywho, I'm ...
3
votes
2answers
393 views
Tessellating/Subdividing a quad
I am creating a quad that starts as a single quad, then divides itself multiple times (from 1 -> 4 -> 16 -> 64 -> 256 etc) but I have encounted an issue. When I get to 64 sub divisions only 16 quads ...
3
votes
1answer
821 views
Implement Negascout Algorithm with stack
I'm not familiar with how these stack exchange accounts work so if this is double posting I apologize. I asked the same thing on stackoverflow.
I have added an AI routine to a game I am working on ...
2
votes
1answer
143 views
Pathfinding results in false path costs that are too high
I'm trying to implement pathfinding in a game I'm programming using this method. I'm implementing it with recursion but some of the values after the immediate circle of tiles around the player are ...
0
votes
0answers
54 views
Speeding up Recursive Quad-Tree iteration
I've got a problem in regards of runtime speed in XNA. I've built up a Quad-Tree where each node stores the 3 positions of a triangle, which forms a Icosahedron and its subdivided triangles. My aim is ...