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

How to stop diagonally in an event driven input system?

Example scenario: Assume 2 dimensional top down movement system. Given that I have 4 directional keys ( UP / DOWN / LEFT / RIGHT ), I am able to move in 8 different directions 4 perpendicular and 4 ...
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1answer
74 views

How to optimize against wealth loss?

The wealth system in d20 Modern always gives me a slight headache at character creation, because I know there's a better way to buy things, but I don't know exactly how, so I'm coming up with an ...
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13 views

Any resources for skeletal animation re-targeting? [closed]

I'm looking for some research, advise, algorithms, etc for skeletal animation. Do you think you can help a fellow hobbyist engine programmer out on this matter? I did try googling for animation re-...
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1answer
30 views

How to calculate random new position base on original position on map

I am making a 2D game with HTML5 Canvas. The game has several shapes and I want them to move all over the map randomly. However, if I just give them a constant angle to follow, they will all ...
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2answers
136 views

What algorithm can I use for handling two types of HP, one of which may be undefined?

In my game, each unit has two types of HP: Hard and Soft. Soft represents the human part of the unit, while hard represents anything mechanical. For example, a regular rifleman would have 100 softHP, ...
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1answer
32 views

How to get connect tiles in hexagonal Grid system

I've been developing a game where a number of tiles can drag into a hexagonal gird background. But some purpose i need to find the location of same tiles into a array and marge them. Data Layer ...
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16 views

Algorithm for Match making range value

I'm searching for an algorithm where if currentPlayer.matchMakingPoints is low .. then match it would opponents with +- for example 500 .. but as the currentPlayer's matchMakingPoints increases, the ...
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63 views

Z-order curve — how to query all nearest neighbors?

TLDR: How to query all nearest neighbors with the least effort? (Iterating over a bigger neighboring area that's continuous and filtering out elements that are not immediate neighbors?) Suppose the ...
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2answers
161 views

Level of detail for the map of stars

I have a large list of points (millions) in 2d. Let's say it's a star map. Each star has a radius and position in space. I want to render this map at different level of details. From a single star to ...
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64 views

Algorithm for 2d AI aiming to compensate for gravity

In a 2d side-view scenario I have two riflemen aiming at each other. By normalizing the x and y difference they know the direct path to the enemy. However, gravity will pull the projectiles downwards,...
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2answers
75 views

Delay when moving elements

How you can see my mouse goes little bit faster than widget. My movement algorithm is: cursorPositionPrev.set(cursorPosition); cursorPosition.set(getCurrentPos()); ... Vector2f delta = new ...
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31 views

Optimize field of vision algorithm in a grid tiled map

I am trying to implement Field of View algorithm in my game and I followed the great tutorial here : sight-and-light and here is what I got so far : As you can see it works fine for me :) And then ...
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1answer
24 views

Calculating the poly vertices based on the result of Connected Component Labeling

I am making a tile based game. And now I can find all the connected area using the Connected Component Labeling algorithm. But now the problem I am having is how to calculate the poly vertices of ...
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1answer
55 views

What's an optimal procedure to create a connected cyclic grid of nodes and edges for A* pathfinding

like the title says, I'm trying to create a grid of nodes that hold edges or connections to each other so I can perform A* algorithm to have objects traverse across them as seen in your standard RTS. ...
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1answer
45 views

Combining lots of small polygons to one (some) big poly(s)

I am looking for algorithm to merge lots of relatively small 2d polygons to one or some big polygons. In case two small polygons are touching or overlapping, they should be merged to one polygon. My ...
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1answer
48 views

AI parameters for Tetris like game

I am building an AI to play a variation of Tetris. The rules are changed in that there are 19 different types of pieces, rotation is not allowed, and the pieces can be placed anywhere in a 10X10 grid. ...
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1answer
55 views

Evaluate 2D point in a 3D triangle?

Given three points, (x1, y1, z1) (x2, y2, z2) (x3, y3, z3) and given a point "A" at (x, y), how would I find "A'", at (x, y, z)?
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105 views

Texture Mapping to procedurally generated geometry

How can I calculate texture coordinates of such geometry? The angle shown in the image (89.90 degree) may vary, therefore the geometry figure is changing and is not always such uniform.(maybe like ...
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20 views

rendering moving terrain using midpoint displacement algorithm in sdl

This is in addition to the question I asked over here. midpoint displacement algorithm in sdl. The answer there helped me but I am facing another problem regarding the moving part. The terrain ...
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1answer
50 views

midpoint displacement algorithm in sdl

I am trying to implement moving random hills in SDL. I am using midpoint displacement algorithm to create some random terrain and I have also accomplished to move the terrain too. But the problem is ...
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1answer
97 views

Is there a way to make this better? [closed]

So was experimenting in making a rotating ring puzzle like the one to get into the mechanical age in Myst. I came up with a solution that will rotate the rings and when the button is released it ...
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0answers
38 views

AI: Turn-Based Movement with 2 actions per Unit

I am currently building a turnbased tactics game. The Board is a small (about 4*6) tiled grid. The AI plans all moves of its units, each unit can move 2 times move and attack or attack at ...
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1answer
80 views

How to fill a canvas with triangles that are seemingly random?

Given a canvas say, 1000 X 1000 unit. I would like to fill the canvas with triangles. The triangles can be of any type right angle, equilateral...etc. To avoid big chunks of triangles lets say all ...
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28 views

Automatic audio segmentation and find the most energetic segments

What algorithm can be used for audio segmentation? I want to divide song to segments and find the most energetic segments (begin and end in seconds). It is needed for the rhythm-game. Examples: ...
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1answer
95 views

C++ Data structure pattern preferability?

So im looking at ways of handling large amounts of data in situations such as an entity manager or particle system. So i have concluded to use an object pool, and there are two things that I could do ...
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2answers
118 views

Java, spawn algorithm that gets harder each level

I am currently in the process of making my 3rd Java game (everything I have learned is from YouTube videos, so I may be doing some things wrong) named "Blocked". But I have run into a problem: how do ...
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42 views

Algorithm to propagate internal Physics force in a structure of building

Scenario: A floating structure composes of many nodes (or in more visual meaning - a cubic block). Every node is snapped to the same 3D grid. (similar to a minecraft castle) There are external ...
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62 views

How to constraint random spawn points to a road? [closed]

I have a terrain and a road. I would like for spawn points to randomly appear on the road, and not outside on the terrain. How to assign the spawn points to only be between the road and in random ...
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47 views

How can I make cars drive navigate an intersection without colliding?

I'm trying to create a 2D game with a traffic intersection: My car game-objects need to pass through the intersection without colliding with each other, and without stopping, if possible. How can ...
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3answers
207 views

How do I calculate paths for objects with limited acceleration?

For example, say I have a car and a car has a specific minimum turning radius and I want to drive that car from point a to point b, but the car isn't facing point b. How do I compute a path to point ...
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1answer
127 views

2D infinite grid data structure

I'm currently developing a game, and I'm in a process of experimenting with various data structures to support my game model and simulation. Here are some of the requirements: Grid structure where ...
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82 views

Depth of Field Blur - Weighted sampling?

I've been studying Intel's fantastic article titled "An investigation of fast real-time GPU-based image blur algorithms" (here), where-in they state that Gaussian blur would need to be customized for ...
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1answer
101 views

Procedural generation of evenly distributed random points (2d)

I am coming here because I've have a performance problem with my current implementation of an algorithm. I am the idea of Voronoi diagrams to distribute patches on an infinte 2d layer. For a Voronoi ...
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3answers
168 views

How do you handle loss aversion in probability-based games?

The psychological phenomenon of loss aversion refers to how players feel losses twice as powerfully as victories. For example, Bite Fight's PvP is a simulation based on probabilities related on ...
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33 views

Defining camera/view space

Im working on expanding my camera class, but having trouble defining camera/view space in the manner of this diagram: What Im trying to achieve is to define the camera as a true object much like a ...
3
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1answer
125 views

How to create a believable swimming fish animated Sprite in 2d?

I want to create a fishing game in which fish needs to be swam across in the ocean. I put static fish which just progresses across ocean but it does not look very realistic and interesting to attract ...
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1answer
52 views

Circular fighter motion algorithm

Is there an algorithm to make ships take semi-circular patterns? I need something like the below image: Big Blue- Command Ship Small blues - fighters Red lines - path of movement I want the ...
3
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1answer
81 views

Locust Swarm algorithm for path finding (devour and move on)

I need to model a locust swarm that devour food stacks and move on to next stacks. I searched for articles and found few articles. These papers is about optimization applications but I want to convert ...
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37 views

Dynamic Mesh Generation Algorithm

I was recently given an assignment to generate a mesh from code, in Unity. At runtime, the player will click at random positions on the screen. An array will store all these points. There must ...
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1answer
90 views

How do I correctly shift arrays on a Tetris line clear?

I'm writing a Tetris clone in C++ and I am at the last stage, I need to delete a row when it is full. Once a piece falls it is stored in a boolean array grid[20][10]. For example I check which row is ...
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2answers
89 views

How do I reference one gameObject with script attached to other?

this is all in Unity 3D with C#. Thing is, I have attached a script to my player that should Destroy TreeGroup (as in forest) whenever I press 'Q' and Instantiate them when I press 'E'. Here is the ...
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1answer
126 views

Isometric scene in SpriteKit

I tried play with spritekit in isometric grid. But i can't understand how to fix level. import SpriteKit import XCPlayground let view:SKView = SKView(frame: CGRectMake(0, 0, 1024, 768)) ...
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1answer
107 views

Pathfinding to unknown destination point

Usually you need path finding algorithms to find one or the best path between two points. Do you know if path finding algorithm where you don't know the destination point exists? I have a graph made ...
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2answers
52 views

Fastest way to neutralize scale in the transform matrix?

Let's assume we have 4x4 3D transformation matrix, that is the result of scale, rotation, and translation transforms. How to set its scale to (1,1,1) in the fastest way? Assume also that the matrix is ...
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35 views

How do I turn a vector map into a nav mesh?

I have the following path finding problem: I have a map that is described as a set of polygons that are traversable and need to somehow write path finding for the system. The current data is that the ...
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38 views

How to find grid cells not seen by an object

I am writing a VB.NET program. I have a grid view which is made of multiple small cells called grid cell. On the grid view, I have placed an obstacle (red box) and an observer (blue box). My task ...
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25 views

Ads are loading, but not showing?

TL;DR: My interstitial ads in my game are successfully loading, but when I call .show() on them, they don't show up! I have followed these directions, and the ads load succesfully, but don't show ...
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1answer
51 views

Image-Space coherence of the z-buffer algorithm

I'm reading Hierarchical z-Buffer Visibility by Ned Greene et al. and they state that traditional Z buffering makes reasonably good use of image-space coherence in the course of scan conversion. ...
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2answers
107 views

Dijkstra's Algorithm - Infinite loop

While running Dijkstra's Algorithm to assign a direction to every tile and when an object land on the tile, follow the direction to a goal. I encountered an infinite loop (or I think it is). The ...
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1answer
90 views

Forward A-star pathfinding vs Reverse A-star pathfinding

Under what condition does doing Forward path finding or Reverse pathfinding get better result? Most tutorials for open grid tower defence games says to pathfind from the Goal to the monster. Why is it ...