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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Algo for given an amount of XP, find a character's level

In a RPG context, what are the ways to quickly find a character's level, given his XP? There are two cases which I am looking at: For when a formula is defined, like in the case of D&D, which is ...
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Algorithm for drawing asteroids from, er… Asteroids game?

What would the algorithm be for generating/drawing the asteroid shapes from the original Asteroids game? Is it even an algorithm? Or would they be hard coded shapes? Here is a screenshot to jog your ...
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Is there a known most efficient version of A* search algorithm?

Is there a known 'most efficient' version of the A* search algorithm? I know some people write papers on the most efficient way to compute common operations, has this been done for A*?
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Generating random values, keep trying till value within bounds are generated

Sorry for the strange topic name, couldn´t think of a good way to describe it. I´m basically trying to achieve the following: I'm placing items randomly on the screen, but these items shouldn't be ...
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A* : Partial recalculation when one node *changes*

I have implemented an A* library. Its most interesting feature is that it is "interruptible"; for example, you can stop the calculation loop on a game frame, and resume it later on the following ...
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687 views

Generate random starting points at same distance between them

Is there an algorithm to generate random 2D points that are at the same distance between each other? Useful for starting points. Check map: Don't be picky, I know in the image points are not at the ...
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654 views

How could I improve this random map?

following my previous post on random world map generation, I used several algorithms and obtained results similar to this: http://i.imgur.com/CKL2R.png (the height values are quantisied for viewing ...
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294 views

Random 2D point in rectangle, but not in a polygon

I have a static rectangle and dynamic polygon. I need to generate a random 2D point in that rectangle, but not in a polygon. This is what I mean: Green is where random point can be generated and ...
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best way to compute vertex normals from a Triangle's list

hi i'm a complete newbie in computergraphics so sorry if it's a stupid answer. i'm trying to make a simple 3d engine from scratch, more for educational purpose than for real use. for now i compute ...
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191 views

How to determine what hexes are in an area bounded by 3 hexes

I've been searching for hex grid algorithms for a while now, but I'm not having much luck. I'm working on a game that will be using hex grids for the board. There seems to be sufficient resources to ...
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167 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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How can I do optimal pathfinding for a Tetris piece?

Imagine a standard Tetris board (10x20) using the standard set of 7 tetrominos. Given a Tetris game state and a target position, how can I find the optimal sequence of moves that will get the ...
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392 views

Algorithm for creating tree-like network structures

I'm trying to procedurally model tree-like network structures with the following properties: A root with variable number of nodes A variable depth of nodes When graphically laid out, edges or nodes ...
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395 views

What's the reason behind collision-boxes?

I was surprised that some games use extra models called collision-boxes for collision. What is the benefit of doing so? Can't we calculate collisions between the vertices of any game model? Is this ...
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Tile pair matching algorithm

I'm trying to make a tile matching game. User can select a pair of tiles from a square grid, and if they match, both are removed from the grid. Tiles are matched if: they are of the same type ...
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644 views

Help understanding Simplex Noise

Introduction This is less of a "how to" on using 2D simplex noise and more of a quest to understand what is happening both in the math and visually. I would rather not copy and paste the code I've ...
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3D pathing finding with flying

Does anyone know of a (free or paid) solution that enables 3D path finding? Basically something like: CalculateRoute(input_geometry, start_pos, end_pos, variance) I found a good paper on the ...
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How to evaluate a user against optimal performance?

I have trouble coming up with a system of assigning a rating to player's performance. Well, technically there is is a trivial rating system, but I don't like it because it would mean assigning ...
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Is there a repository of game logic algorithms?

I'm writing my first 2D game, and I'm writing some tracking logic for the computer enemies. Basic follow-the-player tracking was easy, but ineffectual. Too easy to escape. So I'm trying to implement ...
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Random monsters move in-sync instead of individually

I am making a game in which monsters spawn randomly and begin to move around randomly. I am fairly new at programming but not at game development. Through using a few tutorials I was able to make 1 ...
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Algorithm to make groups of units

In Age of Mythology and some other strategy games, when you select multiple units and order them to move to some place, they make a "group" when they reach the desired location: I have a Vector ...
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How can I ensure a grid can be filled with Tetris-like pieces?

I'm thinking of making a puzzle game where the objective is to fill a grid with shaped puzzle pieces (for example, the classic Tetris shapes). How can I go about generating a set of pieces that can ...
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How do I implement a field of vision for AI entities?

I am considering how to implement a field of vision system for my AI entities, but am not sure on the order of steps to take. The thought process that I had was to use a combination of radial distance ...
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Which algorithm used in Advance Wars type turn based games

Has anyone tried to develop, or know of an algorithm such as used in a typical turn based game like Advance Wars, where the number of objects and the number of moves per object may be too large to ...
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Significance of Bresenhams Line of Sight algorithm

What is the significance of Bresenhams Line of Sight algorithm in chasing and evading in games? As far as i know and implemented this algorithm calulates the straight line between two given points. ...
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3D isometric depth sorting

How is it possible to depth sort tiles and objects in an isometric environments without any limitations? I've been researching this for a while now and there seems to be no publicly available answers ...
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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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Generate islands/continents with simplex noise

Managed to get something like this using a simplexnoise port i made from the original javacode to php: Used some tips from other post: Understanding Perlin Noise basically, lowered the frequency ...
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Preventing ties

I'm working on a simple game to rate a users' preference among several styles. There are C classes, and the game consists of R rounds of comparison. At each round, the user is presented a ...
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Good algorithm to generate pixels for thick line?

I am not really making some drawing as of picture manipulation but I use line function to calculate "claimed" pixels in my line race game (demo here): The actual rendering is apart from the game ...
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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 ...
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Determining a sensible gear-like hierarchy for a series of connected objects

I would like a series of objects to behave in similar manner to a series of connected gears. This means that each black object in the diagram below will rotate at a speed based on the ratio of their ...
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281 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 ...
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535 views

Problem with SAT collision detection overlap checking code

I'm trying to implement a script that detects whether two rotated rectangles collide for my game, using SAT (Separating Axis Theorem). I used the method explained in the following article for my ...
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What makes a path finding heuristic Monotonic vs. Non-monotonic?

I am currently working on an algorithm that solves a path through the maze. So far I have implemented a Manhattan and Pythagorean Heuristic. I was wondering what makes a heuristic monotonic and how ...
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528 views

How do you parameterize turn based AI?

I would like to create/find an AI algorithm/process that can be parameterized such that a change in the parameters causes a change in the AI behavior. I am specifically looking to apply this to a turn ...
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651 views

How to place rooms proceduraly (rule based) on in a game word

I am trying to design the algorithm for my level generation which is a rule driven system. I have created all the rules for the system. I have taken care to insure that all rooms make sense in a grid ...
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In the GJK algorithm, when is a point ever closer to the origin than a line?

The GJK algorithm depends upon a function in its loop that updates the simplex and search direction for the next iteration (which is often called something like DoSimplex() or ProcessSimplex()). In ...
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How can I generate a terrain heightmap from the perlin algorithm?

How can I generate a terrain heightmap from the perlin algorithm? I am trying to make a terrain generator (like World Machine). This is the source code I have for the perlin. The only thing that I ...
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Splitting an object into two

I'm using Farseer physics engine. I have a simple rectangle body and would like it to split into two pieces given a starting coordinate (where the bullet enters the object) and ending coordinate ...
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Control diamond square algorithm to generate islands/pangea

I generated a height map with the diamond square algorithm. The thing is i do not manage to create islands, this is, restrict the height other than water level range to a certain value in the center ...
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Dynamic Dijkstra

I need dynamic dijkstra algorithm that can update itself when edge's cost is changed without a full recalculation. Full recalculation is not an option. I've tryed to "brew" my own implemantion with no ...
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Diamond square algorithm

I'm working on generating terrain on already generated landmass. The landmass and ocean around it consist of hexagons. Hexagons aren't really a concern for me, because I can always interpolate the ...
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Are hard coded “rooms” better than dynamically generated on a smart phone, from performance point of view

This question pertains to a type of platform/maze game (made with Unity 5) for typical smartphones (iOS/Android). This game has following characteristics: 1. an upper limit (about 100) on the amount ...
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236 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 ...
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360 views

Triangulating a partially triangulated mesh (2D)

Referring to the above exhibits, this is the scenario I am working with: starting with a planar graph (in my case, a 2D mesh) with a given triangulation, based on a certain criterion, the graph ...
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Randomly generated track

I would like to create randomly generated track from one point to another with specified length of that track (it can be 2 more or less as a result of that function) in matrix. I have function called ...
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830 views

How can I implement shader lookups for my material system?

I have been working on a material system and for the most part everything works just fine, however, I hard code the shader that will be used. Obviously this causes a problem when I want to have the ...
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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 ...
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How do I optimize searching for the nearest point?

For a little project of mine I'm trying to implement a space colonization algorithm in order to grow trees. The current implementation of this algorithm works fine. But I have to optimize the whole ...