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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Best practices for simple physics?
looking for most optimized ways of handling simple physics. By "simple" I mean not more than 1-2 actions per object, and most algorithms are linear.
For example, I have an UI element that implements ...
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1answer
53 views
What kind of algorithm can be used to have a random selection of question just like in a quiz game using unity5?
We were trying to create a mobile game using unity5 and we don't have an idea of what kind of algorithm we're going to use. Can you give us a hint? Our game is like a logic quiz game and we want that ...
4
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2answers
76 views
Pathfinding in non-quantized space?
Pretty much whenever anyone thinks about pathfinding, they think about algorithms like A* and DFS - graph search algorithms, which also just so happen to work as pathfinding algorithms when you ...
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2answers
66 views
Strategies for using Dijkstra's Algorithm on “larger” (4096+ node) graphs (tower defense)
I am using Dijkstra's for pathfinding in my 2d game, my game is similiar in style to a tower defense game which has waves of monsters trying to reach a goal. I am currently building the paths while ...
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1answer
31 views
Simultaneous line of sight for hundreds of individual agents on a grid?
I have a large grid with hundreds of individual agents, each of which is moving around based on its own visual inputs and a fast control algorithm.
My question is: How can I efficiently provide each ...
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1answer
60 views
How to make my Diamond-Square-algorithm less 'random'?
I'm currently writing a world generator for a Tilemap-Engine in C++.
But there is a little problem concerning the Water to Land ratio.
My DiamondSquare-class returns a field of random float-values ...
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53 views
How to include AI algorithm to a simple game [on hold]
I have a simple game something like with a map made out of strings with a little cube that can jump. I set a goal on the map (another cube). And I have the A* algorithm implemented.
How can I include ...
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1answer
131 views
render text inside countries
I have a map of the world and I want to place text on top of each country. The text can be anywhere from 0 to 1000 symbols long, and can often be changed.
I'm looking for an algorithm to layout text ...
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24 views
dominos random placing tiles algorithm
I'm trying to make a game, where board is made from 1x2 (dominos like) tiles.
Do you know, how to implement smart algorithm to initial shuffle board - size NxM - number of tiles = (NxM)/2 , all ...
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0answers
61 views
“Solve” a game algorithmically — creating bots (and making them smart) [closed]
EDIT : at first I gave a lot of context for this question, explaining why I wanted to create a bot. I'm sorry it distracted people from my "actual" question.
My question is pretty simple : how does ...
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1answer
27 views
Algorithm for adding time-bonus to countdown
I'm trying to build an algorithm that adds a time-bonus to a countdown that indicates when the game is over. The time-bonus should obviously be connected to the score the player earns. However, the ...
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1answer
56 views
how to create an outlined polygon with vector3 coordinates?
I have a set of vector3 coordinates and I use them to draw a polygon in another app, my question is: how can I calculate a second set of coordinates to make it look like the line is outlined.
in ...
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2answers
69 views
Make a cell's content 'listens' to another cell (the closest cells)
I'm a newbie in programming and in java and I need some lights and help.I'm developing a game in which two players have to play with tokens (say red and blue) by placing them in cells (75x75 grid). ...
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1answer
78 views
How do I calculate hex coordinates from a ring and index?
I am trying to implement field of view (FOV) in a hex grid. I am using the cube coordinate system from here. Then, I am using shadow casting to find FOV as from here.
I have a system like in the ...
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2answers
63 views
Best algorithm for different shapes maze
Based off my previous question here Maze or puzzle algorithm for something similar to noodles are there specific algorithms that would be best suited to building a maze with only 1 solution for
A ...
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2answers
85 views
Calculate 8 different directional input based on arrow keys combinations
Considering I have four variables event binded to each arrow key, that can be 0 or 1
My current approach to this issue is simply 8 nested ifs checking each combination or keys
Is there a more math-y ...
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0answers
37 views
Algorithm for power and transmission system for vehicles? [on hold]
I am trying to develop a car racing game and i am looking for some algorithms to implement engine and transmission system of a car realistically. I found this (http://entitycrisis.blogspot.in/2010/12/...
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1answer
80 views
C# Minesweeper - When cells with no mines nearby gets clicked
I'm currently making a Minesweeper in C#. I've already done the basics (generating minefield, rules and ui) but I don't know how I should implement when the user clicks a cell and the cell has no ...
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1answer
41 views
Word Puzzle: Less or more difficult [on hold]
I'm working on an app which is a Word Puzzle. Player has to arrange about 10 words in correct order to solve it.
I have two options to build it:
Give user feedback (right or wrong) when he has put ...
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0answers
68 views
What is the best way to generate a non-grid, rail-like path from prebuilt pieces?
I'm trying to procedurally generate a path from prebuilt pieces, like one would from a train set (straight piece, 45° turn, 90° turn, etc.). Generating the path randomly is simple enough but I'm ...
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1answer
42 views
Maze algorithm with field counter
I am new to algorithms but currently creating a little game with the need for some.
I have a 2d grid/board with a start and a finish field. Between those two fields are several platforms which can be ...
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2answers
24 views
Picking cells which form a completed line between to 2d grid cells
I'm using Bresenham's line algorithm to calculate a "line" of cells between a start and end point on a 2D tile grid.
However, I'm using this during terrain generation to create a visible pathway, ...
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53 views
How to generate Bayer matrix of arbitrary size?
In ordered dithering Bayer matrix is used.
How is that matrix generated? What algorithm can be used to generate matrix of arbitrary size?
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1answer
47 views
Better streaming economy algorithm?
Does anyone here have experience making games with streaming economies? I am working on a game and am looking for a better way to handle the economy. I feel like there must be a better algorithm than ...
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0answers
58 views
Path finding algorithm for (x,y) coordinates in c++
I am trying to code a path finding function in c++ . It should work like that, you supply the start point (x1,y1) and the end point(x2,y2) and it returns a list of points for the shortest path.
...
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1answer
99 views
What is the fastest algorithm to check if two cubes intersect (where the cubes are not axis aligned)?
I am looking for an algorithm to check if two cubes intersect. One can check if each of the 6 faces of cube A are intersected by each of 12 edges of cube B, but that is 72 checks. I've heard there is ...
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1answer
23 views
How does Hierarchical Pathfinding deal with obstructions in the same chunk?
Aigamedev.com provides this visualization of HPA*:
All the nodes within the same chunk connect to each other. What if there was an obstruction between nodes in the same chunk? For example:
What ...
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2answers
38 views
Board Game Pathfinding - Finding optimum valid path with limited path distance?
I'm building the very earliest stages of piece movement in a digital board game I'm planning to make.
It's a browser based javascript system.
Basically the players roll to move and need to traverse ...
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2answers
175 views
How is structural analysis done in games (e.g.: bridge building, Dig or Die, and 3D)?
From what I understand a typical interactive truss system would need substantial calculations since every component affects the entire system. I think you could arbitrarily stop at a given number of ...
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6answers
376 views
Computing chance of winning when dealing with fuzzy numbers
Computing chance of winning in a one player and one enemy battle when using fixed numbers is quite easy; for example if we have these numbers:
Player : Attack : 5 - Health : 30 - Attack Interval : ...
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2answers
57 views
Given a grid system where some coordinates are marked as impassable, how to find natural-looking car driving path between two locations?
I can compute an A* path, but I get only cardinal directions from that. A 45˚ path would look like "up 1 left 1 up 1 left 1 up 1 left 1..."
My specific question is, given a grid with a pathing ...
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274 views
Algorithm for “healing” multiple rectangles into a smaller number of rectangles?
Say I have a grid of rectangles of different shapes and colors and I want to reduce (reasonably close to optimal is fine, optimal is not necessary) the number of rectangles to represent the same ...
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1answer
43 views
Zobrist Hashing equivalent for Simple Knights Game with only 1 unique piece
I looked over the Zobrist hashing function used for getting a unique hash id of the board state in a chess game. https://en.wikipedia.org/wiki/Zobrist_hashing
Martin Fierz explains it very well in ...
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2answers
74 views
How to calculate area to fill in this Snake/Qix game variant?
I have a game which is a Snake/Qix variant.
The player controls a line which is moving on an island. Player has possibility to leave the island in order to connect that island to itself. Once the ...
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1answer
58 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
79 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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1answer
37 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
164 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
62 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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0answers
17 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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0answers
83 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 ...
5
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2answers
176 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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0answers
80 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
79 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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0answers
49 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 I ...
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1answer
30 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
88 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
74 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
61 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)?