Questions tagged [algorithm]

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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Swept AABB vs Line Segment in 2D

I've been trying to get a swept collision detection up and running now for almost a week and I can't for the life of me get it working. There is a answer on this linked here below: Swept AABB vs Line ...
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Is there or could someone make a dual conturing function like the Polygonise function [closed]

I can't understand algorithms and when i found the polygonising a scalar field i was so happy i could just copy paste it link: http://www.paulbourke.net/geometry/polygonise/ has someone or can someone ...
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How can I create the arriving/ engaging in combat movement like in StarCraft 2?

I currently have two armies (smaller scale) crashing into each other. They will usually form a line of units fighting. I have no idea how to handle a unit coming from behind the line to properly go ...
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How to properly overflow 2D coordinates on an overflowing/circular map?

I made a simple Snake game designed for trying Snake bots. I thought the base map functions work, but now I found there is an error. What I need is to properly translate any coordinates outside the ...
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How can I detect and hide faces inside an object when combining two or more meshes?

I am trying to make a game where the player can make vehicles out of parts. To apply proper physics to the vehicles, like drag and buoyancy, I would like to get the outer hull of the various parts ...
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22 views

Path solving for a game with a similiar pathing mechanic to Anno

I cant quite wrap my head around how to solve pathing in my game. The basic premise is you will place buildings and roads on a 2d field and then you will be able to create routes from one building to ...
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Chess Programming - Principal Variation and Transposition Tables

Right now I am currently trying to implement a principal variation search algorithm for my chess engine (C++) as well as a transposition table. I have looked at various sources online and have become ...
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Tower Defense: Sorting Algorithm with multiple weights (enemy AI)

I'm writing a sorting algorithm for a tower defense mobile game. As a quick synopsis, I have a "tower" that can shoot at incoming threats that are within X distance from the base of the ...
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How to inform pathfinding of solid objects blocking path?

I'm sure this has been asked before, but I couldn't find the thread. Let me know if you can locate the duplicate. So, I have a my level is an array of tiles, where a tile can either be solid or ...
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Place Buildings to represent village

I try to convert an array of Buildings into a representation of a small village. There are several different buildings in a village, like factories that are located on the outside of the village, ...
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Minimax Algorithm for turn-based game

how should I implement the Minimax Algorithm to a XCOM like turn-based game? I mean I should use score to each action like, move to cover, shoot, fall back etc. Or even is it possible to do that kind ...
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Creating outline from a collection of points following the concavity

I am trying to create an outline from a collection of points. I found this solution for Convex Hull. I specifically picked this implementation: https://en.wikibooks.org/wiki/Algorithm_Implementation/...
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Calculating bounds of a “dirty rectangle”

I'm following noita's GDC (10:30 is where the talk becomes relevant to what I'm doing) to implement various optimization techniques for my falling sand simulation. The one that's currently blocking me ...
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Parallel transformations tree update

I create my own pet-project graphics engine for the learning and research purposes. Now I'm trying to create a more efficient scene transformations update technique. My current approach is the linear ...
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59 views

Understanding this terrain intersection algorithm

I was looking for a fast way to get a ray intersection point of a terrain defined by a heightmap and I stumbled upon this: https://publications.lib.chalmers.se/records/fulltext/250170/250170.pdf At ...

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