A regular tessellation of a surface to create uniform, contiguous cells arranged in a consistent pattern.

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39 views

Calculating voronoi sites with a 2D grid

I've been diving deeper into voronoi cells for use in a 2D game. There's a lot out there that explains the concept and describes how to calculate them but I'm failing to grasp how best to apply them ...
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0answers
37 views

How to make player move freely on grid/tiles?

I would like to move the player just on this tiles and always in the middle. of the tile, but not like a grid ( like here http://wiki.unity3d.com/index.php/GridMove) but freely. The tiles are setting ...
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1answer
52 views

2d Grid Generation (Unity C#)

I am creating a simple program in Unity C# that will generate a 2d grid using a 2d sprite prefab. I am stuck here, I don't know what to do. When ran, I receive an error. Assets/Generator.cs(22,75): ...
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1answer
39 views

Issues with 3dsmax and Unity3d scale

I changed the units in Blender so they are identical to Unity 3d. If I make a 1m^3 box in Blender, it will import into unity as exactly the same size as the standard cube. With 3ds max, I changed ...
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1answer
53 views

Unity - Texture on Plane fades at angle - Generating mipmaps?

Good day, I seem to have run into a problem which I can't find an answer to. I'm making a World Editor for my project, and generating a grid plane which the user can modify. Whenever I rotate the ...
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0answers
9 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 ...
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0answers
34 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 ...
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0answers
32 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) - ...
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0answers
27 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(...
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1answer
45 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
66 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
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2answers
130 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
103 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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vote
1answer
65 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
32 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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2answers
70 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 ...
5
votes
2answers
262 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 ...
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0answers
28 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....
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1answer
37 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 [,] ...
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0answers
54 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 ...
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vote
0answers
74 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
76 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
37 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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0answers
38 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
65 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
69 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 ...
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1answer
98 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=\"...
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0answers
65 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
901 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
96 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
118 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
85 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 ...
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0answers
46 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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vote
3answers
95 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
58 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
407 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
71 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 (...
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vote
2answers
158 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 ...
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votes
1answer
48 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
129 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 ...
1
vote
1answer
95 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
270 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
146 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
192 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
271 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
180 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
93 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
275 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
234 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
148 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 ...