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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Avoid unreachable rooms in duengons

Good evening. Im currently trying to create a Dungeon Generator . First I place randomly some rooms. Right after that I dig in a randomized maze. But sometimes it happens that some rooms or even ...
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28 views

How to compute forces on objects

Say I have N bodies that moves and potentially collide. I can then compute the net force as F_net=sum(Normal forces from all objects in contact) + gravity + drag + damping + motor Which will result ...
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30 views

UV unwrap algorithm - relaxing angles

I have the following UV map: It's from a simple UV planar mapping algorithm I created that just maps sides of the fish (top, left, right) straight to a plane. This means that triangles at an angle to ...
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27 views

Simplifying probabilities when scoring in one on one situations

I'm trying to simplify the scoring of a win/loss simulation. The situation is as follows: Let's say there are two players A and B where: When A goes into a battle, it's probability of a win is 0.1 (...
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46 views

Any practical techniques for keeping network game state secret on clients?

I'm working on a simple top-down game that focuses around competitive online multiplayer. Since the competitive nature of the game is important, I'm trying to brainstorm ways to make sure cheaters can'...
4
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2answers
134 views

How can I make a “paint” effect?

I am wondering how one could implement "paint" in games. As a reference, I have two games I am specifically thinking about which are Super Mario Sunshine with its "goo" and Splatoon. I'm wondering ...
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1answer
44 views

Implementation of A* Algorithm in a 3D Cube Array

I am working on making a program that finds the most efficient way to a goal from a starting point, with a few random debris set around. The entire thing is a 25x25x25 3d array of Cube objects, which ...
4
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2answers
136 views

Does anyone know what terrain generation algorithm is used here?

Does anyone know what this terrain generation algorithm is called? I saw it in two places. One was on YouTube, and the other, on Wikimedia.
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3answers
193 views

Creating a “world” for evolution of programs

I am trying to create a "world" where "copies of programs" are allowed to evolve, proliferate and fight for resources. Organisms copy information with errors and memorize the results. It seems like ...
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1answer
74 views

Turn Based AI Algorithm (Small Board, Two Steps)

This is my Game-Board: -> The Red Balls are the AI-Controlled Actors. -> The Blue Balls are the Player-Controlled Actors. -> The Yellow Cells are the locations, from which the Red Balls can attack. ->...
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2answers
44 views

How to get a smooth path for a vehicle in a 2D top down map?

I am making a 2D tile based game which involves having AI that needs to traverse the map avoiding obstacles in a natural and smooth path (NOT NECESSARY THE SHORTEST) The orientation of the vehicle is ...
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2answers
98 views

How to calculate building cost with production per hour?

I know that it may not detailed thread title but I will give more detail about my question. I'm working on a strategy game, and can't find a solution about building cost or training cost. I spent 1 ...
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2answers
53 views

Ball jumping algorithm

I'm still starting out anf i'm making a 2d game where a ball which jumps through different blocks. The ball jumps a fixed height when i place the blocks that the ball should dodge i place them ...
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0answers
62 views

Testing for connected maze cells

I'm currently in the middle of writing a game where there is a maze. The maze itself is already drawn ok, and once I have the layout I randomly rotate all the pieces. I have a 'start' cell that is a ...
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0answers
28 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
20 views

Converting a graph of relative node locations and edges to a game map

I'm using a project called metazelda (https://github.com/tcoxon/metazelda) to generate a graph of nodes with edges. I'd like to take this graph, and use it in the generation of a level in my game ...
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2answers
28 views

Calculate line intersecting most points, based on random points in a grid

I have been struggling with a math issue for a game I've been developing. I am in need to find the best starting and ending point for a straight line so that it intersects most of the circles (the ...
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0answers
21 views

Find pairs of the closest position in list of positions

Given an array of positions, what would be the fastest algorithm for finding pairs that are closer to each other than to any other object?
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1answer
42 views

Homing Fireball - Seiken Densetsu 3 style

I'd like to reproduce the fireball spell of Seiken Densetsu 3. The Fireballs don't follow the target directly, but encircle it more or less until they hit the target. I have no idea how to ...
0
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1answer
56 views

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
83 views

What kind of algorithm can be used to have a random selection of question, just like in a quiz game, using Unity 5?

We were trying to create a mobile game using Unity 5, and we don't have any idea for what kind of algorithm we're going to use. Our game is like a logic quiz game, and we want the questions to be ...
4
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2answers
118 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 ...
2
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2answers
112 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
41 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 ...
4
votes
1answer
105 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 ...
6
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1answer
140 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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32 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
91 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
36 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 ...
4
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1answer
63 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 ...
4
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2answers
71 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). ...
3
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1answer
94 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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72 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
107 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 ...
1
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1answer
130 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 ...
1
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1answer
51 views

Word Puzzle: Less or more difficult [closed]

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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76 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 ...
0
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1answer
45 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 ...
2
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2answers
31 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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66 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
53 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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147 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. ...
6
votes
1answer
111 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 ...
2
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1answer
25 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
43 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 ...
11
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2answers
196 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
377 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
65 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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1answer
323 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 ...
0
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1answer
59 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 ...