A regular tessellation of a surface to create uniform, contiguous cells arranged in a consistent pattern.
0
votes
0answers
8 views
Adjusting cell size of grid to fit bounding box
I'm rendering a grid and the width and height of the bounding box of the grid are determined at runtime. Also, how many cells high and wide the grid must be, is also determined at runtime.
I ...
0
votes
0answers
33 views
Find required entities to accomplish specific task in shortest time
I have a grid like map with entities that can perform turn-based actions like moving or growing strength. When I have a task that requires a certain strength, I want to find the entities required to ...
0
votes
0answers
22 views
Divide region of grid into sub grids
I'm generating a grid of 1's and 0's and the 1's represent regions I will render in my game. Here's an example of one (this is a small example, a real one would be much larger) -
...
1
vote
0answers
26 views
hexagonal grid Mouse over
I've been trying to workout the code that calculates the correct row and column in the mouse is over event the following is the code I'm using to draw the grid Tile are 64x64.
Private Sub Form1_Paint(...
0
votes
1answer
39 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 ...
0
votes
1answer
62 views
How do I determine if a tiled shape is closed, but without checking diagonal connections?
This is a follow-up to a similar question Determine if a set of tiles on a grid forms an enclosed shape. My needs are similar, but I do not need to check diagonal connections. I am also using Unity. ...
5
votes
2answers
117 views
How to join two cubes?
If I want to make a character (in Blender) made of cubes, to export it to unity later, should I leave these cubes and all the other body parts as separate objects, or join them all into one mesh?
And,...
3
votes
1answer
90 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 ...
1
vote
1answer
47 views
Infinite space 2d map - how to implement in js
Im not exactly sure how to implement this in JS.
So I want to have a 2d infinite map, but not tiled. The coordinates are there only so that if you are travelling around space you know in what ...
2
votes
2answers
25 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, ...
0
votes
2answers
65 views
Collision handling for grid based games and simulations
I'm trying to implement a grid based game where there are many creatures moving in the grid from square to square. I'm having a hard time handling collision with creatures in the grid (multiple ...
4
votes
1answer
180 views
Mesh generation for procedural city generator
I have a programming problem relating to mesh generation for city grids. I've recently created a city grid generator and I've come as far as being able to reliably generate the road mesh for the grid ...
0
votes
0answers
23 views
I am having trouble aligning a generated isometric grid to a background image in Unity
This is the code I'm using to generate the grid following the general rule that tile heights are half their widths.
I made the Cell prefab by making a diamond plane in 3D and scaling the Y axis to 0....
0
votes
1answer
35 views
Unity strange clones behavior
I am setting up a grid of tiles (2d sprites) in Unity with this code:
public class Grid : MonoBehaviour {
public GameObject slot;
public int gridW = 9;
public int gridH = 9;
private GameObject [,] ...
0
votes
0answers
48 views
How should I draw a chessboard (with arrows) in an app?
I have to draw a chessboard in an app, which it will be possible perform following operations:
Move pieces with touch (not first priority really)
Draw an arrow from one location to another, to ...
1
vote
0answers
45 views
Advice on mapping tiles to a height map/3D world
I've been attempting to think of a way to map tiles to a height map. Where a grid can be either layered or integrated into the world data. However, since I am not using voxels I could use some advice ...
1
vote
0answers
57 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 ...
3
votes
1answer
65 views
Multilevel 2D grid graph and A*
I've coded up a little grid based dungeon game. Everything working quite nicely in a Tile[,]. The AI uses basic GOAP for tasks and A* for moving around. Tile reachability is done using a floodfill.
...
3
votes
1answer
32 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 ...
1
vote
0answers
34 views
Concerns about using a 3D tileset grid
I'm thinking of implementing a 3D tile system for my engine, and tie it to it's world streaming system as well. As in, using it for it's terrain for an open world in an engine that theoretically can ...
2
votes
1answer
58 views
Shifting values or tiles on a 2D grid (1D array)
I recently turned my practice project into a match3-type game.
The game uses a 6x10 grid, internally stored into a single array, with each item being a positive integer (0-based). I have a function ...
3
votes
1answer
61 views
How do I move a unit one grid-square-width per button press in Unity3D?
I'm learning Unity. I'm making a 2D top down Frogger-esque game. I was wondering how you would go about making the player move x pixels per button press.
I have this code to move him, currently with ...
1
vote
1answer
84 views
How Can I Detect Hex Edges and Corners for Catan Map?
The following messy code implements a decent hex map, but I have no way to detect edges and corners:
function blankMap($scenario_array){
$hexMap = null;
$hexCss = "<style media=\"screen\" type=\"...
0
votes
0answers
54 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 least ...
0
votes
2answers
565 views
How can I use a data grid to make an isometric turn based game in GameMaker?
I am making a Hero Quest clone. It is a turn based adventure game with an isometric view point. So far I have been able to turn a 2D map into an isometric view but I believe I need to use a data grid ...
2
votes
2answers
83 views
How do I handle objects with a width and height in grid-based pathfinding?
I'm using the Jumper library for Love2D to do grid-based pathfinding, which worked fine until I wanted to make larger enemies (with larger collision boxes). How do i do that?
My initial idea was to ...
1
vote
1answer
102 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 ...
3
votes
1answer
72 views
place sprites in grid pattern within an area
I have been trying to do this for a few hours in unity now but cant get my head around it. basically i have 4 points(vector3) 1 each for the 4 corners topleft, topright, bottomleft, bottomright. now i ...
1
vote
0answers
42 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 ...
1
vote
3answers
87 views
What is easiest way to move towards and along the edge on a hex grid?
I have a hexagonal grid with variable radius. My entity can move exacly 2 hexes per turn.
How should I calculate next step towards border and afterwards travelling clockwise around map?
Preferred ...
0
votes
0answers
28 views
Simplifying grid based intersection checking to not need 16 checks from each corner
I'm working on an "underground prisons and fire breathing lizards" inspired CRPG.
So far I have implemented a "path drawing" method to, well, show the grid cells that would be involved if one were to ...
0
votes
0answers
56 views
storing hexagon-based (x/y) movements in a database
Im developing a hex(agon)-grid based game. The game is turn-based.
Players move stuff on the map and they need to be allowed to issue movement-orders. Units move a certain amount of movement-points ...
3
votes
1answer
324 views
2D grid based placement (limited to 1 tile in each direction) in Unity
I've been trying to get my head around this for hours now, I hope one of you is able to help.
I'm trying to make a small game (2D using sprites) that allows you to place blocks (tiles). That is ...
3
votes
1answer
69 views
Determine if set of connected tiles can fit inside grid
Feel free to edit the title; I had a hard time figuring out how to explain it in a single line.
Here goes. I'm trying to generate these grids automatically, and randomly.
I have a grid of 25 tiles (...
1
vote
2answers
137 views
Round position to center of current grid position
The title may not make sense, nor may the question - I'll try nevertheless.
I'm attempting to make a game similar to The Powder Toy.
Essentially, this is a physics simulation game, where the users ...
-1
votes
1answer
47 views
Detect clusters of tokens on an x y grid
Ok, so I have a two dimensional grid working on integer x and y coordinates.
Each of this coordinates can have one and only one token on it.
The tokens have the capability of check and return an ...
1
vote
0answers
114 views
2d grid vision(eye sensor) for a neural network bot?
I have a 2d grid and neural network bots living above it. What is a good way to give them vision of tiles in front of them?
Below I describe my idea that I don't know how to efficiently(or ...
0
votes
0answers
139 views
Laying an hexagonal 3d grid on a 2d-isometric game
I'm trying to create an hexagonal grid for my 2D game, but I got stuck when determining what exact angles/rotation for this 3d plane to have in order to fit with the current 2d isometric art. So right ...
1
vote
1answer
88 views
3D Planetary gravity
so i am making a thing in javascript and i want to have planetary gravity in my "universe".
But when i use an equation to calculate the acceleration by gravity i get one number. That is how fast the ...
0
votes
1answer
185 views
Creating placement grid in Unity
I'm fairly new to C# and Unity, so I don't really know much about it.
I want to create an RTS like game where you have a huge grid that the whole world is placed on. Then you can place houses, walls ...
1
vote
1answer
139 views
How should I store a procedurally generated grid level of an infinite size?
I have a 2d grid level. It infinitely grows. If it was not of infinite size, a 2D array would be perfect, as I need to constantly have each grid talk to its neighbors.
For example, with a 2D array,...
5
votes
2answers
167 views
List cells in a 2D grid that belong in a sector / portion of a circle
Are there any algorithms to find out which cells in a 2D grid lie inside/is part of a slice of a circle - a pie slice shaped region?
Essentially, as per image below, I need to list out all the green ...
3
votes
0answers
238 views
Proper Line of Sight in tile based game
My rendering engine currently takes "xMin, yMin, xMax, yMax" to render a rectangular region of tiles, and will automatically scale based on the size of the panel it is rendering to.
However, I am ...
1
vote
2answers
161 views
Positioning game object on a grid
I am learning how to code by programming easy, 2D games. Here I want to try to get only a map, like in strategy games (2D isometric) and put new objects (pictures) on it.
In short: I want load a big ...
1
vote
2answers
92 views
Collision between complex polyominoes travelling at different velocities
My first post here if there's anything wrong please do highlight it :)
First and foremost the problem I'm facing is practically identical to this earlier post here : Falling Blocks and complex shapes
...
2
votes
1answer
237 views
AI on a 2d grid in python
I'm trying to figure out how to do a simple search/chase AI.
I know that I'm going to have to search around the mob entity to figure out if the player is close enough, I could probably get that done ...
4
votes
3answers
210 views
How to test for adjacency?
I need to come up with a better way to test for adjacency in a grid environment. Imagine that the blue is water, the green is land, and the red dot is a character. What I need to do is efficiently ...
1
vote
0answers
139 views
Unity: Can I use sprites for tiles to overlay a grid over a plane mesh?
I have a plane mesh in Unity. I have various other meshes on this plane (props) with tags that denote the areas under these props are unwalkable. I raycast, project and generate a grid on this plane ...
0
votes
3answers
156 views
how to avoid circular references between objects and map
I've been working on a turn based tactics game on a grid. I've been trying to figure out how to store and relate the grid and the objects on it. Essentially, my question boils down to how to ask ...
0
votes
2answers
60 views
need a pathfinding algorithm from 1 column to another
grid contains weights and I need a max path sum from one column to another possible movement directions are (right, up & down only).
Can Djikstra or A* help ??