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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7
votes
3answers
227 views

City-region generation

I am currently making a procedural generated map and wanted to add regions to the cities indicating their reach, the way I am achieving it currently is by expanding outwards from the city center until ...
5
votes
2answers
249 views

RTS: Unit sight in fog of war

I am making an RTS game, and like most RTSs, you can see what's going on in a part of a map only if you have a unit over there. I have few ideas how to accomplish this, but there are problems with ...
0
votes
1answer
317 views

Match 3 game - Check for matches

I'm out of ideas and need help. So far I generate a board nicely using a flood fill algorithm and a 2d-array, I can also move tiles around the board. Each Tile knows its own row, column and ID ...
0
votes
0answers
21 views

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 ...
6
votes
3answers
118 views

How do I make hit damage a Gaussian distribution centered around a value?

I'd like my character's attacks to on average 10 damage, but to vary anywhere from 0 to 20. Instead of a linear spread, I would like a normal distribution, so most of their hits are between 10-15, ...
2
votes
1answer
89 views

How can I calculate an octree node's depth from its location code?

The article Advanced Octrees 2: node representations states: The AABB (axis-aligned bounding box) of the node can be stored explicitly as before, or it can be computed from the node’s tree depth ...
2
votes
2answers
290 views

Best 2d AI movement system

I'm creating a top-down rpg (no tile-based) using libgdx. Now I need to make enemies move on map with obstacles. What is the best approach to realize that? A*(I think, if enemy see player, he should ...
1
vote
0answers
39 views

How to get a difference of angles in one mathematical expression? [duplicate]

I need to do this for AI and also range calculation over a curved surface. I have two angles, a1 and a2, which can be in the range from 0 to 359. I need to calculate the difference between them, and ...
1
vote
1answer
98 views

A* Pathfinding math for 2D, oblique style game

I'm making a 2D, oblique-styled RPG game and am implementing A* pathfinding for NPCs. The game is on canvas, using melonJS engine and sprites not confined to a 'grid'. I'm having a hard time ...
0
votes
1answer
107 views

A Star pathfinding on oblique map

I'm making an RPG and want to make npc ai to navigate the city. I am using polylines for collision detection, and my map is 2D, but oblique styled. I am considering using the A* algorithm to help them ...
3
votes
4answers
169 views

Special Pathfinding Algorithm

I need help with following pathfinding Task: I have a grid (7x7 squares) and the starting square is always on the far left side (column 0) and its target is to reach the far right side (column 6). ...
0
votes
1answer
41 views

traversing the area

i want to move point along spiral like hexagon for example i want to traverse the whole area and my player (point) is standing where i have placed it manually. now i want to start from this point and ...
0
votes
1answer
141 views

Pathing for 2D, sprite-based game

I'm making a 2D, oblique-styled sprite based RPG. My game does not live in a 2D matrix (like Tetris), rather it's sprites animating over a tilemap. I am trying to set pathing rules for NPCs. I've ...
1
vote
1answer
47 views

Calculating the illumination level of an object

In my (UE4) scene I have an object and several (point) light sources. The object can move around, getting closer and away from all those light sources. Now I need to calculate for each light source ...
2
votes
2answers
358 views

What are the disadvantages of R-Trees in collision detection?

I was poking around in SQLite and discovered R-trees. A little digging revealed that R-trees are really just fancy AABB-trees. Then I realize that the state of the art in collision detection (often ...
1
vote
1answer
76 views

Efficient dynamic character shadows [SW Rasterizer]

I am working on a SW rasterizer for a quarter-century old console (think sub-100 MHz RISC CPU, no dedicated 3D HW, couple megs of RAM) and am approaching a stage where I will be adding dynamic ...
1
vote
2answers
133 views

How can check a collision between 2 non-axis aligned boxes?

I'm making a simple and easy game and I need to detect the collision between 2 boxes. It only needs to return trueor false, no physics involved. I started working and couldn't find an algorithm that ...
0
votes
0answers
69 views

How do I efficiently generate all valid configuration spaces of a Tetronimo in Tetris?

This question is relevant to How can I do optimal pathfinding for a tetris piece, which assumes we already have a start and end state. How we can efficiently generate all those valid configuration ...
1
vote
3answers
91 views

Best collision algorithm for Axis Aligned Bouding Boxes [duplicate]

I have a number of quads (suppose like 20-40) and i want to quickly check the collisions between any of them. I would like to know if there's a quick algorithm to do that 60 times per second without ...
0
votes
0answers
76 views

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 ...
0
votes
1answer
115 views

Algorithm to fill a shape defined by 4 pixel points?

I'm developing an application in Unity3D where a user can define 4 pixel points on screen, and what I would like to do is fill this shape with pixels using Unity's SetPixel. While I can do this ...
2
votes
1answer
48 views

How does hidden surface removal work?

Lately, I've been learning some OpenGL for fun, and I've been thinking about hidden surface removal. Say you have a high poly count static scene, with nothing that moves, no bones, physics, etc. Just ...
2
votes
3answers
170 views

How do game engines mitigate CPU cost for many trigger zones & entities? [closed]

It's a rather simple question, but a somewhat fundamental in computing in general. Let's say we have a player controlled character in an open world. The world is large. In this game-world we have a ...
-2
votes
1answer
74 views

Optimal trajectory of area exploration

I've got next problem. There is three objects: first one, with next characteristics: circular area of view, speed, drag coefficient; wind (or water current, doesn't matter; some sort of resistance) ...
2
votes
1answer
65 views

Short distances from reference point

I would like to compute short distance from reference point in 2d grid. To expose: 0, 0: not penetrable 0, 1: not penetrable ... 1, 1: penetrable ... I search an algorithm who return: 1, 1: 1 ...
6
votes
2answers
239 views

Pathfinding with inertia

I'm currently working for pathfinding for a game where units are moving, but they have inertia. Most typical pathfinding algorithms (A*, Djikastra, etc.) are simply designed to minimize the length of ...
4
votes
2answers
232 views

Algorithm for a smooth weather transitions in game weather system

I've been slowly learning c++ and building up a codebase intending to create a simple first person role playing game. I've coded a time management tool to track time elapsed in game, an inventory and ...
-2
votes
1answer
123 views

Libgdx array of Vector2 closest point

I have an array of objects. Their position is a Vector2 (x, y). I want to select the closest object, given a (x, y) coordinate (that represents an user touch on screen). Searching on web I found a few ...
2
votes
3answers
105 views

Get algorithm (Chance-to-Hit) from Input and Output

I am currently working on a chance-to-hit formula for an rpg. It consists of the following parts: AttackSkill: The used Attribute of the Attacker (Range: 1-10) AttackBonus: A Modifier from ...
0
votes
1answer
127 views

Pathfinding Algorithms [closed]

I am new to game programming I currently am using unity's 2D power to remake an 2D game for sake of practice. So I am just little confuse about one thing, so far every enemy in my game was dumb(they ...
1
vote
2answers
535 views

What makes Minecraft so CPU intensive, and what could be done to improve it? [closed]

Recently I've been searching for VPSes that allow Minecraft servers to be hosted, and surprisingly very few do. Most allow for games - but Minecraft in specific is disallowed by many. Now it's fairly ...
7
votes
2answers
270 views

How to create a map from graph

I want to draw a 2d polygon map based on data provided by another source to ease analysing actions on the map. The data has the following format: 1 ['2', '4', '5', '7', '17', '10'] 2 ['1', '3', '4'] ...
14
votes
3answers
3k views

How to render infinite universe?

I'm curious what are the best practices in game development industry to render 3d universe? To be more specific: The data points are given and static. Each point has position, color and size; The ...
0
votes
1answer
57 views

How to calculate normal vector of a curve?

How I can calculate the normal vector for tow dimension curve (I have the points of the curve in plane x y)?
3
votes
3answers
522 views

Algorithm for dividing a 2D grid into organic looking plates

the title pretty much says it all: How could one go about segmenting a 2D grid into smaller parts? My goal here is to create tectonic plates for further procedural world generation Details to ...
3
votes
1answer
93 views

Placing an AABB close to a point so that it doesn't intersect any other AABBs

Give a 2D space with a bunch of non-intersecting AABBs, and a point in this space (that may or may not be inside an AABB), how can I find the closest place where I can place a new AABB of a given ...
-1
votes
1answer
52 views

Java libgdx get clicked square without iter

I would like to detect which square is clicked without iterating over all elements! i don't want to do this anymore for all elements. if( x >= this.getAnchorX()-HalfWidth && x <= ...
0
votes
2answers
437 views

Map Generation Algorithm [BOMBERMAN]

I'm looking for some wise tips concerning a specific game development : Bomberman-like. I am currently implementing a "random map" generation for the game, but I feel like I'm not doing in the best ...
1
vote
2answers
49 views

MiniMax strategy - What is the context of the numbers?

I've watched a new videos about the MiniMax concept and invariably the lecturer will say that the computer has 2 parties, Min and Max; Min always takes lower number and Max takes higher number. The ...
0
votes
2answers
367 views

finding a path from one point to another with obstacles help

Im building a tile based game and im implementing my path finding algorithm. Currently, it can find a path from point A to point B with no problems. However, if there are obstacles between point A and ...
3
votes
3answers
210 views

Getting one-point-collision object to conform to uneven terrain while keeping constant distance covered

This is probably best described by image: I have a character. For floor collision, it uses a single point (the red X). When the character moves, it conforms to the terrain; note how the blue line ...
3
votes
2answers
706 views

Pathfinding in 3d voxel: waypoints?

I have an application where I have a 3d collision voxel space (passable or non-passable at each point) and I want to plot a short unobstructed path between two points. There are no gravity ...
1
vote
1answer
134 views

Best way to calculate city influence maps similar to civilisation?

As the title says, imagine you want to generate the influence mask for a city, given that the map is a 2D grid rather than hex. An extra bit is that different points on the map might have different ...
1
vote
1answer
102 views

Integrating specular, diffuse reflection and refraction

I am implementing an MLT bidirectional path tracer. I have a problem integrating diffuse, specular reflection and refraction. 1) The first problem is diffuse and specular reflection. Diffuse ...
-1
votes
1answer
121 views

How can i fix my Ground detection code?

My ground detection works by checking if the player's x position is between the range of a sprite xpos+16 and xpos-16 if it is,then it uses a separate axis theorem on the y axis to see if the player ...
0
votes
2answers
119 views

Is there any easy way to understand the Alpha Beta for Othello?

I'm stuck with coding the Alpha Beta algorithm for a console-based game I'm developping at the moment. I tried to understand how it works for a week but still no idea how to get started with it. Here ...
2
votes
1answer
464 views

Pathfinding in a 2D “sidescrolling” strategy game

I've been thinking up a real-time strategy game that plays on a platformer type of map. The collidable portion of these maps will be made up of square tiles. I've done A* pathfinding in top down tile ...
36
votes
9answers
6k views

How can I quantify a drawn line's straightness?

I'm working on a game which requires players to draw a line from a point A(x1,y1) to the other point B(x2,y2) on the screen of an Android device. I want to find how well that drawing fits to a ...
-1
votes
1answer
43 views

Scrolling is going too fast

I used delta based off the LWJGL tutorials and it works (I get 16 or 17 delta) but everything is scrolling nonstop. Here's how I render things: public class Game { int camX; int camY; ...
0
votes
1answer
47 views

Texture to Painted Vertex Algorithm

I want to generate some game textures into coloured vertex arrays. Is there a known algorithm to transform texture/bitmap data into an optimised vertex array. Much like how the Homeworld skyboxes ...