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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252 views

Iterating 1D array and getting 2D tile position

I know I'm missing something very obvious here, but I have a 1D array that contains integers.I have a map that is 30 x 30 and the center coordinate is 0,0 (This is actually 3D, but I'm essentially ...
3
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4answers
1k views

Efficient path-finding on 2D tile-based multilevel map

It's a question I've been thinking about for some time... How do you effiently find a path on a 2D tile-based multilevel map? The map I use, for example, is 2048 on 2048 tiles wide. It has 14 levels ...
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4answers
893 views

Storing huge 2D tiled map in a txt file

I'm working on a global startegy game that uses a 2D tiled map. The map is to be 8000x8000 tiles large (this size is fixed, the map stays the way it is throughout the game), since I'm covering a large ...
6
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1answer
228 views

How to do score systems, combos, multipliers, chains, etc

I am designing a game, but I am having some trouble implementing a decent score system. Basically I have nodes with two different possible characteristics: color and shape. Since the player click from ...
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2answers
396 views

Syncing game states in a multiplayer RTS game

I'm working in a group with 2 friends on our Gr. 12 final project for programming. We're making a multiplayer RTS game. I've been assigned to the networking section of the game, and none of us have ...
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4answers
890 views

Ideas for attack damage algorithm (language irrelevant)

I am working on a game and I need ideas for the damage that will be done to the enemy when your player attacks. The total amount of health that the enemy has is called enemyHealth, and has a value of ...
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1answer
512 views

2D/Isometric map algorithm

First of all, I don't have much experience on game development but I do have experience on development. I do know how to make a map, but I don't know if my solution is a normal or a hacky solution. I ...
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2answers
374 views

Matchmaking by user-supplied parameters

I'm looking for matchmaking algorithm for a 1 vs 1 online game. Players must not be matched by their skill level, but instead by some specific filters set by the players. Each player sends a request ...
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1answer
159 views

Keeping the meshes “thickness” the same when scaling an object

I've been bashing my head for the past couple of weeks trying to find a way to help me accomplish, on first look very easy task. So, I got this one object currently made out of 5 cuboids (2 sides, 1 ...
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2answers
1k views

Reversi/Othello early-game evaluation function

I've written my own Reversi player, based on the MiniMax algorithm, with Alpha-Beta pruning, but in the first 10 moves my evaluation function is too slow. I need a good early-game evaluation function. ...
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0answers
84 views

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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2answers
396 views

Showing range on hexagonal grid

Here is the situation. I have hexagonal board,and a unit on it,with speed or move value 4.Diffrent terrain has a diffrent cost.When i click on the unit,game should show me a move range. My solution ...
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3answers
3k views

isometric drawing order with larger than single tile images - drawing order algorithm?

I have an isometric map over which I place various images. Most images will fit over a single tile, but some images are slightly larger. For example, I have a bed of size 2x3 tiles. This creates a ...
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2answers
256 views

Basic modelling of radar

I'm currently researching how to model/simulate radar for my naval simulation. Since the emphasis is on modelling ASW or submarines in general, I need only a basic radar model - at least for the ...
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1answer
196 views

Build a view frustum from angles

I have 4 angles, left, right, top & bottom. These angles are in degrees. They define the angle between the forward vector and the corresponding side. I am trying to use these to calculate the ...
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2answers
214 views

Prevent collisions between mobs/npcs/units piloted by computer AI : How to avoid mobile obstacles?

Lets says we have character a starting at point A and character b starting at point B. character a is headed to point B and character b is headed to point A. There are several simple ways to find the ...
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2answers
467 views

How do display a “mucus spreading” effect in a 2D environment?

Here is an example of such a mucus spreading. The substance is spread around the source (in this example, the source would be the main alien building). The game is starcraft, the purple substance ...
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1answer
128 views

trapped inside a Graph : Find paths along edges that do not cross any edges

This is a graph based platformer level and the round shapes are creatures. I am looking for a path traveling along edges that does not cross other edges(To simulate the creature crawling on the ...
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1answer
128 views

Help with Collision Resolution?

I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and ...
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0answers
505 views

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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2answers
369 views

What's wrong with this turn to face algorithm?

I implement a torpedo object that chases a rotating planet. Specifically, it will turn toward the planet each update. Initially my implement was: void move() { vector3<float> to_target ...
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1answer
343 views

How to correct shooting in touch-screen shooting games?

Assume a shooting game for iPhone that the character shoot toward where player has touched. But as we know, There may be fault in touching screen by player and it conclude to bad game play and low ...
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4answers
767 views

Detecting long held keys on keyboard

I just want to ask if can I check for "KEY"(keyboard) that is HOLD/PRESSED for a long time, because I am to create a clone of breakout with air hockey for 2 different human players. Here's the ...
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2answers
504 views

Rotating multiple points at once in 2D

I currently have an editor that creates shapes out of (X, Y) coordinates and then triangulate that to make up a shape of those points. What will I have to do to rotate all of those points ...
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1answer
151 views

Algorithm for approximating sihlouette image as polygon [duplicate]

Possible Duplicate: Is there any heuristic to polygonize a closed 2D raster shape with n triangles? I want to be able to analyze a texture in real time and approximate a polygon to ...
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3answers
445 views

Having a list of rooms with theirs connection to each other, how do I find isolated room groups?

I'm trying to create a small roguelike and went as far as random generating rooms and corridors. Each room is an instanced object and contain an arraylist of the others rooms connected by a corridor. ...
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3answers
312 views

Polygonal Triangulation - algorithm with O(n log n) complexity

I wish to triangulate a polygon I only have the outline of (p0, p1, p2 ... pn) like described in this question: polygon triangulation algorithm and this webpage: ...
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2answers
1k views

How can I generate a navigation mesh for a tile grid?

I haven't actually started programming for this one yet, but I wanted to see how I would go about doing this anyway. Say I have a grid of tiles, all of the same size, some traversable and some not. ...
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2answers
224 views

how to calculate intersection time and place of multiple moving arcs

I have rocks orbiting moons, moons orbiting planets, planets orbiting suns, and suns orbiting black holes, and the current system could have many many layers of orbitage. the position of any object ...
2
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2answers
863 views

Data structure for bubble shooter game

I'm starting to make a bubble shooter game for a mobile OS. Assume this is just the basic "three or more same-color bubbles that touch pop" and all bubbles that are separated from their group ...
10
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2answers
730 views

Finding shapes in 2D Array, then optimising

I've just been allowed an image...The image below from my game shows some darkened blocks, which have been recognised as being part of a "T" shape. As can be seen, the code has darkened the blocks ...
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1answer
112 views

Game window systems and internal frames

I don't know if this is a valid question, but: What kind of window manager do games use which have internal frames (Frames inside frames)? Does this differ between the programming languages (Are e.g. ...
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1answer
659 views

How do I generate a smooth random horizontal 2D tunnel? [duplicate]

I'd like to create a smoother version of the navigable and quite natural-looking random tunnel found in this classic helicopter game. It should ideally be... infinite, so more can be generated as ...
2
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1answer
401 views

Object detection in bitmap JavaScript canvas

I want to detect clicks on canvas elements which are drawn using paths. So far I have stored element paths in a JavaScript data structure and then check the coordinates of hits which match the ...
3
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1answer
475 views

AI Game Programming : Bayesian Networks, how to make efficient?

We know that AI is one of the most important part of Game Programming. Bayesian networks is one of the core part of AI at Game Programming. Bayesian networks are graphs that compactly represent the ...
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1answer
317 views

Ideas for 2d fire simulation [closed]

I want to simulate a fire in a flat and non flat* surface (fire spread modelling). I've seen that cellular automata is one of the algorithms that can be used. Are there other algorithms that would be ...
6
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2answers
2k views

Diamond-square terrain generation problem

I've implemented a diamond-square algorithm according to this article: http://www.lighthouse3d.com/opengl/terrain/index.php?mpd2 The problem is that I get these steep cliffs all over the map. It ...
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1answer
338 views

Negamax implementation doesn't appear to work with tic-tac-toe [closed]

I've implemented Negamax as it can be found on wikipedia, which includes alpha/beta pruning. However, it seems to favor a losing move, which should be an invalid result. The game is Tic-Tac-Toe, ...
7
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2answers
584 views

Low CPU/Memory/Memory-bandwith Pathfinding (maybe like in Warcraft 1)

Dijkstra and A* are all nice and popular but what kind of algorithm was used in Warcraft 1 for pathfinding? I remember that the enemy could get trapped in bowl-like caverns which means there were ...
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1answer
1k views

What kind of shader is this?

Cube World uses a pretty good looking shader, I especially like the shading of the characters: Is this soft shading? I'd like to achieve this effect in Unity 3D Free, but since the free version ...
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2answers
3k views

How to decompose sprite sheet

I have a lot of spritesheets that are poorly formatted that I want to decompose, or split out into many small images, one for each sprite. If I can do that, I can use my custom texture packer tool to ...
6
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1answer
410 views

Action-oriented AI: evasion-algorithm takes much time

Evasion, the process of evading, is the opposite of chasing. Instead of trying to decrease the distance to the target we try to maximize it. It takes much time while evading multiple objects ...
2
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2answers
301 views

Updating “Inactive” Chunks

In my game, the only chunks (4x4 areas of tiles) in memory are the ones that the player is in. However, chunks need to have updates applied to them over time. A (likely) well-known example would be ...
2
votes
1answer
181 views

background animation algorithm for single screen

I’m writing simple strategy game (in xna), and would like to have an animated background. In my game all the actions happens inside one screen and thus standard parallax effect does not look ...
6
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1answer
664 views

Farseer Physics: Ways to create a Body?

I want to create something similar to this using farsser and Kinect: https://vimeo.com/33500649 This is my implementation until now: http://www.youtube.com/watch?v=GlIvJRhco4U I have the outline ...
0
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2answers
153 views

Algorithm for querying linearly through a non-linear list of questions

For a multiplayers trivia game, I need to supply my users with a new quizz in a desired subject (Science, Maths, Litt. and such) at the start of every game. I've generated about 5K quizzes for each ...
4
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2answers
747 views

How to implement auto-aiming / auto-targeting

We all know how auto-aiming or auto-targeting works in games. Now, I need to find how to implement it in my game. In fact I should implement it in UDK and I would be glad if anyone gave me more ...
2
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1answer
676 views

Radiosity lightmap generation

Is there any working C++ source code for a lightmap generation algorithm using Radiosity or any other GI system? I've found technical papers only, but I can't really find any implementation.
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2answers
794 views

Order array of points in counter clockwise

I happened to see an answer to "Sort array of points in clockwise", could you please elaborate the 4th point of that answer: sort points relative to their a value, using qsort for instance. How do ...
4
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4answers
442 views

Recursive or linear gameobjects update?

I have a tree of gameobjects, so every node contains a list of children. In update function: Is it better to do recursive or linear walking through game objects. update() { update self; ...