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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622 views

Increasing the probability for similar tiles to generate next to each other

I'm working on a tile map system, which insofar looks like this (green is grass, air is white, stone is grey, and blue is water): It uses a simple random number generator so that there's a 45% ...
3
votes
2answers
1k views

Why would someone chose midpoint displacement over perlin noise for 3D terrain generation?

I myself am creating a terrain generation algorithm and would be interested in knowing why others have chosen midpoint displacement over perlin noise. Minecraft is an example where midpoint ...
2
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2answers
2k views

Find a line that connects the outer most points in a set of points

Does anyone know an efficient algorithm to find the edge of a point cloud? Hopefully the picture in the link can illustrate what I mean. It's a plus if the algorithm can handle point clouds that are ...
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1answer
2k views

How does Terrain following work on height map?

I'm writing a 3D world game which consists of a terrain map (generated by brownian motion algorithm) and a simple avatar. My goal is to make the avatar move smoothly between points of different ...
6
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4answers
2k views

Is there a way to increase the collision check efficiency of a system of n objects?

I'm making a game that consists of many onscreen objects, one of which is the player. I need to know which objects are colliding every iteration. I made something like this: for (o in objects) { ...
5
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1answer
256 views

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 ...
5
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2answers
1k views

Algorithm for random flight of a fly

I'm new to game development. What is a good algorithm to model the random flight of a fly? I've been looking at path-finding algorithms, but they don't give any interesting random behaviour.
5
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3answers
225 views

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 ...
3
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2answers
411 views

Programmatically drawing a “pencil” line or curve

If you look closely (scan it on a computer and zoon in) at a carbon pencil line you can see that there are differing shades of gray. I tried looking on the Internet for any kind of algorithm or ...
0
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1answer
391 views

throw a 2D ball facing the target to simulate a 3D like effect

How would you update the state of a 2D object that is thrown forward(with an arc) facing a target to simulate a 3D(depth) like effect? var ball; //2D ball from a sprite sheet ball.x = 0; ball.y = 0; ...
0
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2answers
298 views

Partial recalculation of visibility on a 2D uniform grid

Problem Imagine that we have a 2D uniform grid of dimensions N x N. For this grid we have also pre-computed a visibility look-up table, e.g. with DDA, which answers the boolean query is cell X visible ...
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2answers
6k views

How can i use A star pathfinding algorithm

How would i implement an A star algorithm for a game that i'm making on the android in java? i'm looking for a pre-made A star API in java with classes and methods to call. i don't want to have to ...
6
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1answer
370 views

How do I calculate market share in an economic simulation?

I want to make a game in which the players create different products (supply), and I give them a certain finite number of customers (demand). Players can choose the price and quality of their products ...
4
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2answers
203 views

Load state / continue game based on user input

I'm working on a rather simple 2D game, with a pretty small set of values that will need to be preserved for a user to pick up where they left off last time they played. Rather than saving/loading ...
0
votes
1answer
263 views

Resizing a dynamically resizable widget with a fixed aspect ratio?

I've been trying to figure this out for hours. It is a bit tricky to explain but I'll try to explain it. I'm making a game where I have a Window with 3 panels in it. The 3 panels must always be ...
2
votes
2answers
998 views

Sparse Voxel Octrees which parts on GPU or CPU?

I'm currently doing research into building my own voxel engine and found a lot of articles mentioning SVOs as the best mechanism. I just wanted to know that I understood the algorithm correctly, ...
3
votes
3answers
310 views

Algorithm for generating levels for shooting game

I have a shooting game made in Java. It's based on time, i.e you have to shoot the objects before the time runs out. Everything is working fine, except that I'm trying to implement an algorithm to ...
0
votes
1answer
831 views

Large Blob of landmass in Minecraft Terrain Engine in XNA

I am creating a Minecraft Terrain engine in XNA, and want to create a large blob/cluster of blocks, in a random sort of blob thing, shaped somewhat like the stuff under the Volume Rendering heading on ...
0
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1answer
423 views

Best Algorithm for attacking in the Risk Game

I apologize in advance for my English.I'll try to explain my problem. I am working on new version of the Risk game. I want to change the attacking algorithm to make it more similar to real life war. ...
6
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3answers
1k views

Generating random Pools or lakes

I have implemented functions that can draw any polygonal shape, however I have been unable to generate a smooth shape that mimics the rounded edges of a lake. I tried generating two circles and ...
9
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1answer
942 views

2D helicopter game, how to create corridor walls?

I'm looking into adapting the classic "helicopter" game (i.e. http://www.addictinggames.com/helicopter.html), but I haven't yet figured out how to create the walls-generation engine. Any pointers ...
27
votes
4answers
2k views

Is there an algorithm to detect the “mainland” on a 2D map?

On this map, the "mainland" is all the land that can be connected to the center of the map in the four cardinal directions (north, south, east, west -- not diagonally). I would like to detect the ...
8
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4answers
946 views

What kind of hardware would be required to render an Earth sized minecraft like map?

I have been thinking about this problem. Is it possible with current technology to create a 1:1 replica of the earth in voxel based game? What's the best data structure to store this giant map? Which ...
8
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2answers
707 views

Function for sun movement?

So, given a sun sprite set at the horizon (x = 0, y = worldheight/2) I'm trying to devise a function to make the sun rise, then fall. The best way to do this would be the sin function, but I have no ...
15
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5answers
3k views

Quick 2D sight area calculation algorithm?

I have a matrix of tiles, on some of that tiles there are objects. I want to calculate which tiles are visible to player, and which are not, and I need to do it quite efficiently (so it would compute ...
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2answers
741 views

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*?
6
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3answers
5k views

Efficient Tile-based collision detection for a lot of squares?

currently I am working on my own take of a tile-based game (think Terraria, but less fantastical (I think that's a word? Sorry if it isn't)). Anyway, I currently have collision detection working ...
5
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1answer
918 views

Documentation on 2D space partitioning

I am looking for documentation that explains the different kinds of (well the major ones anyway) 2D space partitioning algorithms & data structures. Any pointers besides 'Google it and sift ...
3
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1answer
765 views

How does double dispatch help collision detection?

There are a few specific techniques to test if one object has hit another object in a game. One of them is called "double dispatch." Can someone explain what double dispatch is, and how it can be used ...
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3answers
2k views

How can I generate floating land masses for a Minecraft-like engine?

I am creating a Minecraft-like engine in XNA. What I want to do is create floating islands similar to the one shown in this video: http://www.youtube.com/watch?v=gqHVOEPQK5g&feature=related ...
5
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2answers
967 views

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 ...
4
votes
2answers
166 views

What is the best way to store temporary selected characters and their insertion order?

I'm developing word game similar to word mole. I'm having a hard time determining how to store temporary selected character (and in turn will changed into word). Here's the situations. Say, I have ...
3
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2answers
360 views

How to place objects/entities randomly in JS?

I'm making a game and I have a script (running it with Node) on the server that currently just randomly places things on the map... I'd like to change that. I saw something about Perlin noise but I'm ...
5
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1answer
3k views

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 ...
2
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1answer
495 views

Help me to fine tune my diamond-square algorithm

Check this map i generated: I seeded a sine wave to act as a mountain range. The lower portion of the sine wave looks fine, but the upper side is thin, the algorithm did not do its magic there ...
3
votes
1answer
238 views

How can I organize code for views efficiently?

I'm making a video game for the Android platform and I need advice on the overall set up of the activities and views in the code. I don't need actual code, psuedocode will do, but actual code always ...
3
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2answers
387 views

Balancing a binary tree continuously

In my game I have a tree of objects in 3D space, to which new objects are frequently added. Over time, the binary tree becomes unbalanced which is a big problem for efficiency as the tree can become ...
2
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2answers
727 views

Algorithm to generate small tree-like branches?

I'd like to seed a void map with "branches" of sine waves or any other waveform. Something like: Know of any algorithm? Has to be one to generate trees or something like that.
4
votes
1answer
660 views

Find sub-graphs in a graph

The initial problem I'm trying to solve is for pac-man, but of course there must be thousands of other situations with the same problem. I consider the pac-man grid to be a graph (two ways of doing ...
4
votes
3answers
902 views

Simple speed deceleration with variable time step?

When you use a fixed time step you can call speed=speed*0.95 to emulate speed deceleration in a simple way. I want to do the same thing with variable time step. I wish to have a simple function ...
17
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4answers
5k views

Simple noise generation

I'm looking to generate noise that looks like this: (images courtesy of Understanding Perlin Noise) I'm basically looking for noise with lots of small "ripples". The following is undesirable: ...
3
votes
1answer
185 views

Math behind simulating a simple light source for rotated rectangle?

Say I have a 2D Rectangle. By offsetting its position by x y and rendering a shadow by an offset, it gives the illusion of a shadow. If I rotate the rectangle Z degrees and try it with the same ...
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2answers
342 views

Learning C++, algorithms and vectorial algebra [closed]

I need your recommendations for a good study source about videogame orientated C++, algorithms and vectorial algebra. I will be applying to a videogame programmer course in January so I need to start ...
3
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2answers
767 views

Score Based on Game play Time and a Int

I'm trying to do a score that is based on the time taken and number of manipulators used. The faster you do it, with the fewest manipulators, the higher the score. I've managed to get it working with ...
26
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2answers
3k views

How can I generate Worms-style terrain?

I'm working on a Worms-styled game and want to generate some terrain procedurally. I've previously done a lot of terrain generation using perlin noise, and this is what I started out using for this ...
6
votes
3answers
491 views

Algorithm for Randomized Weather

I'm having a hard time modeling weather. Modeling a single aspect is trivial - some sinusoidal pattern + random noise. However more than 1 is blowing my mind. I cannot have wind, falling leaves, ...
7
votes
5answers
3k views

What rendering techniques would I use to draw a drop shadow effect for cards in a card game?

What type of shading algorithm might be used to create shadows like these? the one I'm making is similar but it is all done with a 2D drawing API powered by OpenGL so there is no Z coordinate. In ...
2
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1answer
396 views

How can I make a car follow the terrain in a 2D (side-view) game?

I'd like to create a game where a car drives over a 2D terrain. Which algorithm to use so the car will follow the mountain incline?
6
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1answer
671 views

Finding which tiles are intersected by a line, without looping through all of them or skipping any

I've been staring at this problem for a few days now. I rigged up this graphic to help me visualise the issue: http://i.stack.imgur.com/HxyP9.png (from the graph, we know that the line intersects ...
0
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1answer
613 views

MiniMax function throws null pointer exception

I'm working on a school project, I have to build a tic tac toe game with the AI based on the MiniMax algorithm. The two player mode works like it should. I followed the code example on ...