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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0
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0answers
105 views

Sun & Moon Movement

I'm creating a 2D HTML5 Canvas Game and am stuck on how to go about animating my Sun & Moon. The current setup is basically setting the moon at -1024 on the X-axis and the sun at 0 and animating ...
0
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0answers
73 views

Pixel alignment algorithm

I have a set of square blocks, I want to draw them in a window. I am sure the coordinates calculation is correct. But on the screen, some squares' edge overlap with other, some are not. I remember ...
1
vote
1answer
78 views

Creating blur with an alpha channel, incorrect inclusion of black

I'm trying to do a blur on a texture with an alpha channel. Using a typical approach (two-pass, gaussian weighting) I end up with a very dark blur. The reason is because the blurring does not properly ...
3
votes
2answers
367 views

Non-perfect maze generation algorithm

I want to generate a maze with the following properties: The maze is non-perfect. Means it has loops and multiple ways to reach the exit. The maze should be random. The algorithm should output ...
1
vote
1answer
67 views

Draw a rotated rectfill in Allegro 4.2?

I'd like to use Matricies to transform primitive geometric shapes and draw them using the Allegro library using version 4.2 (I can not switch to 5.x just yet). This works fine for non-filled objects ...
1
vote
2answers
55 views

Server side random selection of players

Assuming I have a simple client-server game, where the server picks random players on a very frequent base, I was wondering what is the best way to select a random player (According to the following ...
0
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0answers
44 views

How is the “continues road” from 80's games called and done? [duplicate]

i like to test the "continues road" effect from 80's racing games . i call it like this i have no idea how it really called the effect that a car is in front of you , and the road is Approaching to ...
1
vote
0answers
31 views

Any tips on developing an RTS unit movement collision? [duplicate]

so I am developing an RTS and I am a little stuck at this. I am not talking about pathfinding algorithms like A*. The problem is moving units in bulk and their collision along the way. Can anyone give ...
0
votes
1answer
91 views

How to store and use different AI behaviours

I'm coding a space shooter on three.js (WebGL) and since the game I'm doing is rather simple, plus I want to keep controll of the structure, I'm not using a game engine. I'm using oop classes and ...
14
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5answers
2k views

Networking for Real Time Strategy games

I'm developing a real time strategy game for a computer science course I'm taking. One of the harder aspects of it seems to be client-server networking and synchronization. I've read up on this topic ...
3
votes
0answers
91 views

Learning game and effect related mathematical tricks [closed]

I'm trying to learn how to code some "effects" more succinctly. For example, I have sprite clouds in my game, and their transparency is determined with the following formula on their update-method, ...
0
votes
1answer
542 views

Random/procedural generation of puzzle-platform levels

I have an idea for a puzzle-platform game where the levels would be randomly generated. Creating a random generation is relatively simple. What's not easy is checking that randomly generated level to ...
2
votes
2answers
100 views

Connecting two arbitrary points with 2 lines

DEFINITIONS: Any "Point (x, y)" mentioned below is really the bottom left coordinates of a 1 unit by 1 unit rectangle. A "Line" is a defined as a rectangle that is either 1 unit tall and 1 unit or ...
1
vote
3answers
77 views

How do I find the intersection of a ray and a cylinder?

I'm looking for the algorithm to find the intersection (or lack of) between a ray and a cylinder. I have rotating coin like objects in my game world and need to check for a collision on that object. I ...
11
votes
2answers
370 views

Axis Aligned Spatial Division : Divide space into random rectangles?

I need a method to divide 3d space into random axis aligned box shapes. For now I am currently dividing the 2d space for testing purposes. The most immediate approach I came up with was to define a ...
0
votes
1answer
86 views

What is the simplest algorithm or pattern to continues ground/Floor

Im beginner in 3d gaming , i have basic question not Language specific. Say i have ground model for example terrain i modeled what is the common way to load the terrain and use it again Or load ...
1
vote
1answer
110 views

Can I use a list sorted by Morton Code for broad phase collision detection?

Until now I used a list of objects sorted by a single axis for limiting the amount of objects that collisions are checked against. The idea is simple: if the x coordinate of two objects differs by ...
6
votes
3answers
286 views

Determine if a set of tiles on a grid forms an enclosed shape

Given a set of tiles on a grid, I want to determine: If the tiles make an enclosed figure If the tiles make an enclosed figure when you count the sides of the board as an edge of the figure If ...
-1
votes
1answer
99 views

Match-3 Shuffle Required?

How can I detect if there are no more potential matches possible and therefore a shuffle is required?
0
votes
2answers
53 views

How do I know when a player has crossed a point threshold?

I’m needing help figuring out logic when adding a time bonus to my game. I only want to reward the player with extra time if they level up. Currently when the player’s score is less than 100 no ...
0
votes
2answers
229 views

best way to implement movement after A* pathfinding? tile-based movement vs pixel-based?

I was able to implement the A* pathfinding algorithm to calculate a path from the enemy to player. After trying to do movement well, I realized I ran into all sorts of problems. I was able to add ...
2
votes
1answer
157 views

How do I convert a partially transparent image into polygons?

I'm using GLEE2D, a level editor allowing me to import images, scale them, rotate them, and position them onto layers and export the data into XML format. However, it does not tell me objects' ...
0
votes
1answer
44 views

What is the actual formula to find the vertices of an animation frame in using a BVH file?

I've read this tutorial and tried many formulas to build the skeleton. I am able to build it without the rotations, but those break everything. This, for example, is a simplified code for one of my ...
3
votes
1answer
267 views

How do I avoid pathfinding characters getting stuck in corners?

I used A* pathfinding to return a list of Tiles to get from an enemy to the player. After that, I wasn't sure how to actually move the enemy. What I ended up doing was get the first Tile in the path. ...
0
votes
0answers
25 views

How to reduce n^2 complexity when checking for collisions and attacks? [duplicate]

I have a snake clone game, but each element can attack enemies and enemies may attack elements in snake. They all have range of attack, and what I do is every time my update loop triggers (60 times ...
0
votes
1answer
431 views

Hearthstone suggest a card algorithm [closed]

Does anyone have an insight of the suggest a card algorithm in hearthstone deckbuilding? I would like to try to see it that same suggestion can be applied in MtG, having for example to choose your ...
3
votes
1answer
80 views

Field of view determination with partially opaque cells

I'm currently implementing the field of view of a player in a 2D-grid based game. I've chosen a standard ray tracing algorithm because he really fits the features needed in my game. However, the ...
2
votes
0answers
96 views

Astar optimalization (A*) [closed]

So I have written own implementation of AStar (A*) algorithm to find paths around my 2d tile based map. My problem is that if I call it each frame (I need to do it) and I'm searching path from corner ...
3
votes
2answers
428 views

How simulate the return effect of the wheel of fortune needle

I am trying to create a spinning wheel which slows down after a specific time. I managed to simulate the slowdown of the wheel but I need also to put a needle which go up and down with an angle of ...
0
votes
0answers
39 views

How to combine vertex, normal, UVW arrays optimally?

In Unity, meshes have multiple arrays for various vertex components (Normal, Position, UV coord, etc), and triangles consist of three indices that define the (same) offset into each array to build the ...
13
votes
2answers
808 views

How can I generate a lightning bolt effect?

Is there an algorithm to generate a lightning bolt? I would like an algorithm that generates a list of segment or point objects specifying where the bolt will land. The method would need a start ...
4
votes
1answer
116 views

Pathfinding avoid a list of polygon

i'm working on a 2D RTS project, no tile-based map. I have a problem on building map data structure & algorithm for that. I already think of a naive algorithm to solve that. Of course it's very ...
7
votes
3answers
413 views

How can I add and subtract convex polygons?

I have two 2D convex polygons overlapping each other. I am looking for an algorithm to subtract and add them. The result must be a single concave polygon or (even better) a set of biggest convex ones ...
-2
votes
2answers
385 views

Tower Defense Search Enemies Efficiently

I had a problem with the build of a TD. I got a slow - non efficient search for towers find targets to shoot. PD: enemies[] got all the active & non-active enemies (death and alive) ->Im using ...
0
votes
0answers
48 views

Java Angle Math: Calculate how near the player looks to an entity [duplicate]

I am programming a Minecraft Bukkit plugin and need a way to calculate an input number from 0 to 360 for displaying a custom compass / radar. So if the player directly looks at the object (shouldn't ...
3
votes
1answer
241 views

How to create a grid based on random shapes?

How to create a "grid" using actionscript like the image below? Basically you have an area of 1100x615 which should be filled with shapes that could be rotated and scaled... Collision detection ...
0
votes
4answers
356 views

Carve river beds into existing 3d procedural generated terrain

Ok, I've read many threads around about procedural terrain generation with rivers and roads but they suggest approaches from zero to result. I'd like to know if exists an algorithm to apply to an ...
3
votes
1answer
259 views

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 ...
1
vote
1answer
177 views

Angular velocity from 2D Collision

I have been working on a 2D physics engine for my A Level computing project and I am having trouble calculating the angular velocity from a collision. I have managed to workout each objects linear ...
2
votes
3answers
181 views

How control probability of win-lose in tile-matching games?

In a random puzzle game, such as a match-three game, how can you control the probability of a winnable starting condition?
1
vote
1answer
215 views

Scanning a 2D tile map and detecting regions?

I have access to all points/tiles on the map with top-right most point being (0,0). Simplest way to traverse the map would be using for loops, one nested within the other to traverse the x axis, and ...
2
votes
1answer
57 views

How can I cut a graph representing 2D positions into two sub-graphs?

I have a graph where each node is associated with a 2D position. I would like to use a finite line to "cut" this graph into two halves, as shown below: Note that the cutting line does have a ...
2
votes
1answer
345 views

Match-3 algorithm to fill empty space left from removing matches

I am currently creating a match 3 game. I am at the point where I have objects dropping down in the column when only one item is removed. So if an item is removed, the above item moves into its old ...
5
votes
3answers
156 views

Pathfinding Search for Path of Specific Length

I am creating a roguelike. This question applies to random map generation. First, I generate areas using a BSP algorithm, where I randomly divide the map into areas. Then, I generate a graph of the ...
4
votes
2answers
179 views

Exists a dedicated non-O(n²) Algorithm for avoiding to have overlapping elements?

I am generating positions in a random fashion. In the game world, instantiated elements have a radius, and shouldn't overlap. The problem is that they will overlap because I use a usual random ...
4
votes
2answers
361 views

How can I adapt “random walk” generation to very large maps?

The random (or drunkard's) walk is a great, simple algorithm that can generate very organic-looking maps, such as this: Unfortunately it seems to have poor scalability, making it unsuitable for ...
12
votes
1answer
868 views

How does the Simple Stupid Funnel Algorithm work?

Working with the funneling algorithm shown on Digesting Duck I'm not sure how the detection of the funnel works. Can someone explain the method clearly to me or suggest an alternative way of ...
2
votes
2answers
118 views

Calculation: Is a sphere/square/plane visible from a certain point?

I'm searching for a way to detect if a form (shape can be changed if algorithm requires it) is visible from a single point in a 3D tile-based world. This should be used as some kind of wall-hack ...
1
vote
1answer
388 views

Pipe connection game algorithm - Java/Andengine

I am creating a game based on Pipe Dream/Pipe Mania using java/andengine for android. I have a square grid of tiles each representing a type of pipe. The player needs to swap tiles to connect the ...
1
vote
3answers
173 views

Simulating (Human) Needs? [closed]

How can I simulate the vegetation (of a human being)? To simulate Hunger for example, I use some kind of saturation based system now. Means that every food-object saturates differently and the ...