Tagged Questions

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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Cavity map generation

I am looking for an algorithm how to generate cavity (or curvature) map. There seems to be no refernce to it, only final solutions like xNormal software, but that is not what I want. I am looking for ...
375 views

Finding a moving target in a maze

I'm making a game that is a bit of a mix of snake and pacman. Basically, two players go through the maze and each time they pick up a piece of candy, a cube is added to their tail. If one player ...
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Verify which bubble is connected to top using DFS

I am working on a bubble shooter game in this game i have implemented searching using DFS as suggested in this link, and this is working fine. Update Here is my code for DFS -(void)callDfs:(int)...
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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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Creating a Roguelike game in C

I'm trying to create a simple rogue-like game in ncurses in a C program. The idea here is that, I'd parse a file like this: 10X10 ds2 de2 dw5 12X12 ds3 de2 dw1 14X14 ds5 de1 dw5 10X10 ds5 de3 dw5 ...
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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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Image-Space coherence of the z-buffer algorithm

I'm reading Hierarchical z-Buffer Visibility by Ned Greene et al. and they state that traditional Z buffering makes reasonably good use of image-space coherence in the course of scan conversion. ...
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What's the best way to deal with platformer tile collisions?

I am starting with game development and creating a basic platformer game. I already have searched a lot and found some ways to implement the platformer aspect to the game, like apply a gravity, ...
80 views

Depth of Field Blur - Weighted sampling?

I've been studying Intel's fantastic article titled "An investigation of fast real-time GPU-based image blur algorithms" (here), where-in they state that Gaussian blur would need to be customized for ...
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Automatic audio segmentation and find the most energetic segments

What algorithm can be used for audio segmentation? I want to divide song to segments and find the most energetic segments (begin and end in seconds). It is needed for the rhythm-game. Examples: ...
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What algorithms are used for force dispersal between rigid objects attached by joints?

I have in mind a 2d, side-scrolling game which requires the construction of vehicles and/or structures built of conjoined rigid structures, like beams or platforms. These structures will be impacted ...
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Texture Mapping to procedurally generated geometry

How can I calculate texture coordinates of such geometry? The angle shown in the image (89.90 degree) may vary, therefore the geometry figure is changing and is not always such uniform.(maybe like ...
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Recognize pattern in 3D building environment

I'm currently developing 3rd person building game (as bacheleor thesis). I need to recognize constructed patterns co I can mark corresponding structure as some building (so player can start using that ...
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3D Zoom To Mouse Cursor accounting for Change in Camera Pitch

Overview: Simply put, I'm trying to make a zoom to cursor algorithm. This would normally be very simple, but the implementation of the camera is making it difficult. As the camera zooms in and out, ...
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How do i add a rain effect to a top down design game in Java, using no external libraries?

I'm creating a top-down game for my A-level/college computer science project, and I'm trying to implement rain. The game needs to be usable on any platform, so the use of external libraries is out of ...
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GPU Spatial Clustering

I have a around 100k points on the screen (that might update). 2D points. The goal is to cluster them into groups, by a constant distance. Meaning, finding groups of points that the distance between ...
370 views

How to trace contour of shapes with holes?

I am experimenting with the RVO2 library for collision avoidance in a 2D simulation. This library supports specifying arbitrary obstacles as a list of vertices. The obstacles must be full shapes, i.e. ...
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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 ...
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Algorithm to propagate internal Physics force in a structure of building

Scenario: A floating structure composes of many nodes (or in more visual meaning - a cubic block). Every node is snapped to the same 3D grid. (similar to a minecraft castle) There are external ...
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How can I make cars drive navigate an intersection without colliding?

I'm trying to create a 2D game with a traffic intersection: My car game-objects need to pass through the intersection without colliding with each other, and without stopping, if possible. How can ...
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Dynamic Mesh Generation Algorithm

I was recently given an assignment to generate a mesh from code, in Unity. At runtime, the player will click at random positions on the screen. An array will store all these points. There must ...
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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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What are vornoi diagrams used for in game development

I see vornoi diagrams talked about from time to time in the context of game development and graphics, and have seen them used a bit in procedural textures as well as talked about in relation to path ...
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Map generation, issues with midpoint displacement algorithm

I'm trying to generate an endless 2d terrain. So the terrain isn't random per say as the random function I'm using is a hash based on an X,Y coordinate. static public float rand (System.UInt32 x, ...
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Movement algorithm for Pocket Civ game

I am developing a Pocket Civ game engine. (You can check the process at www.pocketciv.com). Basically there is maximum of 8 Areas (round nodes in the pic) that have Tribes (number inside the node). So ...
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Recursive backtracking sometimes missing a tile?

I have a basic recursive backtracking alghorithm for a maze. It pretty much works but ocasionally leaves some tiles in the corners untouched. This is the recursive function: void GenerateMaze(...
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Libnoise producing completely random noise

I am using libnoise in C++ taken and I have some problems with getting coherent noise. I mean, the noise produced now are completely random and it doesn't look like a noise. Here's a to the image ...
372 views

Image Texture Tracing Algorithm - Cocos2D Box2D

Context: I am working on a 2D Destructible Terrain engine for Cocos2D with Box2D. All images, when a level loads, have their border's traced and cached for the purposes of forming Box2D b2EdgeShape ...
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Non-smooth noise with optimal performance?

Any suggestions on how to get more 'jagged' results like linear interpolation gives with value noise using a faster algorithm concept like simplex noise? Simplex noise I haven't spent enough time ...
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2D Drag Racing Algorithm

What algorithm can I devise for a 2D drag racing game to simulate a race? The gameplay is 2D and the camera's perspective is from the right side of the cars i.e. cars are seen from their right side ...
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Performance issues with visibility detection and object transparency

I'm working on a 3d game that has a view similar to classic isometric games (diablo, etc.). One of the things I'm trying to implement is the effect of turning walls transparent when the player walks ...
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What is the best way to implement collision detection using Bullet physics engine and a track generated from a curve?

I am developing a small racing gam, the track is generated from a curve. As said above, the track is generated, but not infinite. The track of one level could fit with no problem in memory and will ...
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Fixed time step with Akihabara

How could I implement fixed time step with Akihabara framework? I would like my avatar to move by fixed distances of one block as in Supaplex.
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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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rendering moving terrain using midpoint displacement algorithm in sdl

This is in addition to the question I asked over here. midpoint displacement algorithm in sdl. The answer there helped me but I am facing another problem regarding the moving part. The terrain ...
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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 ...
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Defining camera/view space

Im working on expanding my camera class, but having trouble defining camera/view space in the manner of this diagram: What Im trying to achieve is to define the camera as a true object much like a ...
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How do I turn a vector map into a nav mesh?

I have the following path finding problem: I have a map that is described as a set of polygons that are traversable and need to somehow write path finding for the system. The current data is that the ...
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TL;DR: My interstitial ads in my game are successfully loading, but when I call .show() on them, they don't show up! I have followed these directions, and the ads load succesfully, but don't show ...
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How to find visible planes in a world of boxes

I have a world where each object is a box: Each box has position x, y=0, z, dimensions width, height, depth. The boxes are never rotated. Each box is composed of 5 planes (left, right, front, back ...
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Any algorithm for leveling system based on difficulty

so I'm trying to create a leveling system for a sport we play in town. However, I'm kinda having trouble thinking of the correct way of implementing the algorithm. These are a few things I want to ...
21 views

Timed Line Drawing

I'm trying to program a remake of the classic Missile Command Atari game from scratch, but I've run into a problem. So I have a function that can draw a line from one point to another. I figured I ...
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Marching cubes and greedy meshing

Currently i am trying to implement the marching cubes algorithm into my voxel engine to get smoother terrain. My voxel engine also uses the greedy meshing algorithm to optimize the engines meshing. My ...
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How can I dynamically change the bone structure to reach a point?

Say I have a skeletal animation about a whip hit a target. When I create this animation, the root of the whip is at (0, 0, 0) and the target is at (10, 20, 10). Now in the real game, the target is not ...
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Grid board fill with special cells - predicting movement

I have to create an algorithm which will fill a board, which is made of square cells, with elements. Board can have different sizes and it doesn't have to be a square. Elements fall from top to bottom....
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Isometric staggered multi tile buildings

I'm writing a isometric staggered rpg engine and i am at loss to how to make the buildings placement diamond show up. What I mean is i have tile2screen and screen2tile functions and it works ok. I ...
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How manage target selection in a high speed brawler?

I'm thinking of games like Batman Arkham Asylum and the Assassin's Creed series, in which landing the first blow gives you a soft lock that automatically rotates you to continue facing the target as ...
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Collision detection in 3d

what is the simplest algorithm for collision detection that respects the following requirements: The collision is only between cubes that are always aligned with the axis of the world (not rotated). ...