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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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
1k 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
632 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 ...
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1answer
622 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
430 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 ...
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2answers
5k 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
476 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, ...
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2answers
693 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
2k 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
7k 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
491 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 ...
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2answers
348 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 ...
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1answer
228 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 ...
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1answer
829 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 ...
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2answers
161 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 ...
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2answers
900 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
987 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
1k 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 ...
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4answers
565 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; ...
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1answer
5k 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; ...
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2answers
482 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
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2answers
799 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 ...
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1answer
252 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 ...
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3answers
311 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
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1answer
103 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 ...
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1answer
254 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 ...
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3answers
169 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 ...
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2answers
120 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 ...
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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
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4answers
647 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
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2answers
368 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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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 ...
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2answers
589 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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1answer
648 views

How do I convert a cube map to an equirectangular projection?

I have a cube map texture showing a surrounding area, which I want to pass to a program that only works with latitude/longitude maps. How can I do this? In other words, I need to turn this: ...
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1answer
744 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 ...
2
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1answer
1k views

How can I develop a Lights Out solving algorithm?

I am programming the game that named Lights Out. The purpose of this game is turning all the lights out. There's a flash version of the game here. I want to develop a way of solving the game. How can ...
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1answer
129 views

How to properly simulate object aproximation towards camera in 2D?

I'm trying to make some objects come towards the camera but it just doesn't feel right... you can check the progress here: http://testing.fyrastudio.com/lab/tweetOlympics/v0.005/ You run by ...
3
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1answer
286 views

Efficient visualization of a large voxelized volume

Lets consider a large voxelized volume stored in an oct-tree or any other convenient structure. This volume represents, for instance, a landscape, where each block is either empty (air), or it has an ...
5
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2answers
4k views

Best algorithm for recursive adjacent tiles?

In my game I have a set of tiles placed in a 2D array marked by their Xs and Zs ([1,1],[1,2], etc). Now, I want a sort of "Paint Bucket" mechanism: Selecting a tile will destroy all adjacent tiles ...
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1answer
230 views

How can I locate empty space next to polygon regions?

Let's say I have the following area in a top-down map: The circle is the player, the black square is an obstacle, and the grey polygons with red borders are walk-able areas that will be used as a ...
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3answers
2k views

How do history generation algorithms work?

I heard of the game Dwarf Fortress, but only now one of the people I follow on Youtube made a commentary on it... I was more than surprised when I noticed how Dwarf Fortress actually generates a ...
5
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4answers
4k views

2D Collision in Canvas - Balls Overlapping When Velocity is High

I am doing a simple experiment in canvas using Javascript in which some balls will be thrown on the screen with some initial velocity and then they will bounce on colliding with each other or with the ...
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2answers
213 views

How can I run and jump at the same time?

I'm having some trouble with the game I started. http://testing.fyrastudio.com/lab/tweetOlympics/v0.002/ The thing is that i have an athlete running and he must jump at the same time. A race with ...
5
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1answer
719 views

How to generate portal zones?

I'm developing a portal-based scene manager. Basically all it does is to check the portals against the camera frustum, and render their associated portal zones accordingly. Is there any way my editor ...
1
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1answer
665 views

What algorithms can I use for bullet movement toward the enemy?

I'm developing 2D strategy game. There are weapons that shoot at enemies. From what I've read in this, this, this and this post I think that I need linear algebra, but I don't really understand what ...
5
votes
4answers
981 views

Find nearest tile of type x

I currently have an array of tiles which makes up the tilemap (stored as an int array) and I want an NPC to be able to move itself to the nearest tile of type X (ie find the nearest tree and chop it ...
4
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2answers
3k views

C# XNA: Effecient mesh building algorithm for voxel based terrain (“top” outside layer only, non-destructible)

To put this bluntly, for non-destructible/non-constructible voxel style terrain, are generated meshes handled much better than instancing? Is there another method to achieve millions of visible quad ...
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1answer
2k views

MiniMax not working properly(for checkers game)

I am creating a checkers game but My miniMax is not functioning properly,it is always switching between two positions for its move(index 20 and 17).Here is my code: public double MiniMax(int[] ...
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1answer
1k views

AABB Sweeping, algorithm to solve “stacking box” problem

I'm currently working on a simple AABB collision system and after some fiddling the sweeping of a single box vs. another and the calculation of the response velocity needed to push them apart works ...
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3answers
5k views

Road / river generation on 2d grid map

This is a newbie question, but here it goes: My map is a 2d grid, and I want to generate roads and rivers. The route from the starting to ending point must not be the optimal route in number of ...