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.

learn more… | top users | synonyms

8
votes
2answers
478 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 ...
5
votes
1answer
140 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 ...
1
vote
1answer
131 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 ...
0
votes
0answers
559 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 ...
1
vote
2answers
426 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 ...
1
vote
1answer
372 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 ...
2
votes
4answers
958 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 ...
1
vote
2answers
580 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 ...
3
votes
1answer
164 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 ...
10
votes
3answers
467 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. ...
2
votes
3answers
331 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: ...
6
votes
2answers
2k 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. ...
3
votes
2answers
263 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
votes
2answers
1k 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
votes
2answers
913 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 ...
1
vote
1answer
118 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. ...
6
votes
1answer
777 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
votes
1answer
459 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
votes
1answer
508 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 ...
1
vote
1answer
354 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
votes
2answers
3k 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 ...
1
vote
1answer
377 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
votes
2answers
612 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 ...
1
vote
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 ...
8
votes
2answers
4k 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
votes
1answer
434 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
votes
2answers
314 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
191 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
votes
1answer
710 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
votes
2answers
159 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
votes
2answers
791 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
votes
1answer
743 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.
0
votes
2answers
931 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
votes
4answers
472 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; ...
17
votes
1answer
4k views

How to convert mouse coordinates to isometric indexes?

I draw isometric map with tile 64x32: const Offset = 160; int X, Y; for (int a=0; a < 6; a++) for (int b=0; b < 6; b++) { X = a * 32 - b * 32 + Offset; Y = a * 16 + b * 16; ...
12
votes
2answers
470 views

Fades in older games. Need some help figuring out how the algorithm was derived

Sorry, this question is a bit esoteric, but I just can't get it out of my head! I'm looking at the fade algorithm used in the arcade game DoDonPachi (as well as many other older games): I wrote a ...
2
votes
2answers
608 views

What algorithm is mostly used to interpolate animations?

Because DCC tools supports very many options, we resample the animation curve splines, but I think it still need to be interpolated. I think there's some de facto standard for this animation ...
0
votes
1answer
197 views

Algorithm to generate multifaced cube?

Are there any elegant soloution to generate a simple-six sided cube, where each cube is made out of more than one face? The method I have used ended up a horrible and complicated mess of logic that is ...
-2
votes
3answers
281 views

There is something like the BigO notation for the GPU world and the programmable pipeline?

I find difficult to study the performance of a shader or a series of statement probably because the OpenGL is a state machine and also the execution is in parallel and not serialized like a standard ...
4
votes
1answer
99 views

Finding line of best fit demarcating national borders

Per title, what algorithms are available for defining borders for states (or other entities) based on certain nodes in the world (eg. cities or armies) with varying weights? For example, there are ...
4
votes
1answer
239 views

Create shape from points / lines in editor and mathematically calculate nearest points within shape

If I want an editor that accepts "points" of a minimum of three (a triangle) and I just add some points first, like this: how can I mathematically connect these corners (points) into an object of ...
4
votes
3answers
165 views

Determine inventory item position shape

Not a great title but couldnt think of a shorter way to describe it. I am trying to think of the best way to determine the shape of items placed in the players inventory. I guess the best examples ...
2
votes
2answers
109 views

Repetition of move in Draughts game

I am having a little problem in my draughts game. Lets say my red piece (moving through AI) has arrived at the border of black pieces and now it has become a king, lets assume it is at index 2. Now ...
6
votes
2answers
1k views

How to remove floating terrain when generated with 3D Perlin Noise?

I'm currently using 3D Perlin Noise to generate random terrain in combination with Marching Cubes. My issue seems to lie in scaling the noise function to get reasonable heights in my terrain. If ...
14
votes
4answers
590 views

Algorithm for creating adjacent triangles

I have a system where you can click once to place a node in a scene. When you place 3 nodes, it forms a triangle. When you place any future nodes, it creates a new triangle by joining that node to the ...
5
votes
2answers
352 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 ...
2
votes
1answer
1k views

Mafia kill algorithm

I'm making an Omerta clone/mafia game and trying to work out a kill algorithm. Just a basic formula to decide how many bullets player A needs to kill player B. The inputs are: players rank (out of ...
4
votes
2answers
493 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 ...
2
votes
0answers
333 views

Cubic to equirectangular projection algorithm

I have a cube map texture which defines a surrounding, however I need to pass it to a program which only works with latitude/longitude maps. I am really at lost here on how to do the translation. Any ...
-1
votes
1answer
598 views

Hover Craft Algorithm

I have a hover craft and I would like to implement it but I don't know what the algorithm or equation of how the physics work is. The variables I think would be the falling speed, the aircraft ...