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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2answers
53 views

Algo for Minimum no of solving in a level like Bubble Blast2

Is their any way to make a algo to know minimum no of way to solve in Bubble Blast 2. I am trying to make a clone of it. My real problem is only to determine the minimum no of tap to finish the game. ...
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1answer
29 views

which is the best approach or algorithm to calculate real-time ranking

I want to know the fastest and most efficient way to compute points and ranking in real time. I'm doing a betting football game (a game where users try to predict the outcome of a game before it). In ...
3
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1answer
380 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
57 views

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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1answer
69 views

How do I model diffusion and heat?

So I'm trying to solve a heat/diffusion equation for a continuous space, but I'm not opposed to a grid solution. I'm a little short on the maths needed but have made it work so far. If I model ...
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1answer
36 views

Implementation of finding an index in a 1D array for a triangular grid

Am using a while loop to find an index within a 1D array, is there an easier, less-time-consuming and/or mathmatical way to find the index? Consider the next grid: 4 o |\ | \ | ...
5
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1answer
1k views

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 ...
2
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1answer
85 views

Signed Distance Fields: How are different colour channels used to improve output of sharp corners?

The naive approach to implementing signed distance field font rendering suffers quality issues where sharp corners get softened (either outward- or inward-facing corners, i.e. convex or concave ...
0
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1answer
35 views

Need help creating points in an array

I'm creating a lightning geometry shader using hlsl that creates an array of points based on an arbitrary number of generations. The gist of what I want to accomplish is here: ...
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4answers
2k views

How do I determine the draw order in an isometric view flash game?

This is for a flash game, with isometric view. I need to know how to sort object so that there is no need for z-buffer checking when drawing. This might seem easy but there is another restriction, a ...
7
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3answers
4k 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 ...
0
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1answer
60 views

Separation of axis theorem implementation at normals

This might be more of a math question, but it relates to the development of a simple physics engine I am trying to create. I have been stumped on this for about a week now, and have been unable to ...
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5answers
4k views

Given a list of 2D locations and sizes, how can I efficiently find the nearest object to some target?

I have a sizable game engine and I'd like a feature for finding the nearest of a list of points. I could simply use the Pythagorean theorem to find the distances. I know I can't simply add x and y, ...
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1answer
78 views

Finding a moving target in a maze

I'm making a game that is a bit of a mix of snake and pacman. Basically, two players go through the maze and each time they pick up a piece of candy, a cube is added to their tail. If one player ...
23
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12answers
3k views

How can I make A* finish faster when the destination is impassable?

I am making a simple tile-based 2D game, which uses the A* ("A star") pathfinding algorithm. I've got all working right, but I have a performance problem with the search. Simply put, when I click an ...
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3answers
209 views

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 ...
4
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1answer
58 views

How can I find the minimal texture size so the texture requires no pixel interpolation when transformed by a given matrix?

Given a rectangle with width x and height y, and a transformation matrix T: How can I estimate the minimal resolution of the texture (that is, its width and height) such the interpolation of ...
4
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3answers
111 views

How can I check if a player-drawn line follows a path?

I want to draw an invisible path that the user must follow. I've stored that path as points. When a player draws a line, how can I test if it follows the path I've stored? Here's an example for ...
5
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2answers
138 views

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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2answers
49 views

Translating Objects in Worldspace

Given the worldspace coordinates of a collection of arbitrarily positioned objects, how do I translate them while preserving their relative placement? For instance, I have a table and a few bowls that ...
1
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1answer
47 views

2d parallax edges

I'm writing a mini 2d game, the scene background is based on two images with parallax effect. I want the right edge of both images, finish at the same time matching the right edge of the canvas. But ...
1
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1answer
75 views

Algorithms for positioning rectangles evenly spaced with unknown connecting lines

I'm new to game development, but I'm trying to figure out a good algorithm for positioning rectangles (of any width and height) in a given surface area, and connecting them with any variation of ...
1
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1answer
39 views

Checking whether moving object has reached target position

So I have a fast-moving object in my game, let's say a bullet. At each iteration of the main loop I update the object's position based on the delta time value dt and draw it at the new position. I ...
7
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8answers
679 views

Random looking item placement that's deterministic?

I'm working on a sidescrolling game and I want to generate a forest for the background. I want the background to be the same for every one to make sure the quality is the same. I don't have access ...
15
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5answers
382 views

How can I detect connected (but logically distinct) bodies of water in a 2D map?

I have a 2D hexagonal grid map. Each hex cell has a height value used to determine if it's water or ocean. I'm trying to think of a good way to determine and label bodies of water. Oceans and inland ...
3
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1answer
122 views

How can I tell if an object in a tile grid is surrounded?

I'm making a game which uses a 10x20 matrix to store the position of the objects. I have a castle object, represented by a number in a matrix. It is randomly deployed in some cell of the matrix. I ...
7
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5answers
16k views

Match-three puzzle games algorithm

I am trying to write a match-three puzzle game like 'call of Atlantis' myself. The most important algorithm is to find out all possible match-three possibilities. Is there any open source projects ...
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2answers
94 views

Quick algorithm to identify undrawn rectangles inside a map

I already have a working algorithm for this but it's home-made and there is some redundancy in the things it checks, so I'm looking for a fast algorithm (or the name of it) that would detect undrawn ...
3
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2answers
125 views

Bevel outline algorithm in 2D

I'm writing a program that creates animated blobs in 2D, to simulate cells. In order to beautify these objects, I'd like to give them a 3D look by adding a bevel-effect. How can this be achieved? ...
3
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1answer
88 views

Fastest way to find closest triangle of mesh from specified point

I have two triangle meshes (let me call them A and B). The meshes may be really big (10.000 - 100.000 polygons). I want to find for every point in A the closest triangle from mesh B. Is there fast ...
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1answer
215 views

Algorithm for staying “alive” forever

I am implementing a game where the player is playing(sliding) the little red rectangle and the purpose is to not hit the black rectangles and to not move out of the inner blue rectangle. The black ...
2
votes
4answers
421 views

Acceleration based on current speed?

The faster an object goes, the slower it will accelerate, going from 0 to 50 takes a lot less time then going from 50 to 100, How do I calculate that, though? EDIT: Extra details, This specific ...
3
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2answers
708 views

Decomposing a concave mesh into a set of convex meshes

I'd like to be able to decompose a concave mesh into a set of convex meshes for 2 reasons: Transparent rendering Physics shapes Is there an algorithm that takes a set of triangles (concave) as ...
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4answers
110 views

How to order points on a 3D grid such that we can connect them in a line loop correctly

I want to recreate an effect as close as possible to X-Com: Enemy Unkown's movement range feedback: The blue line delimits the tiles which the soldier can reach using a single action. We also are ...
2
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3answers
130 views

Smooth path/direct movement

I have a tile based isometric map and an A* algorithm that returns a path. I am looking to smooth this path efficiently but with good aesthetics. Basically i am using my grid for building the map and ...
3
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3answers
630 views

AI algorithm for avoiding bullets in a shoot-em-up game

I am working on a shoot-up-game in XNA, it is going to be my final project in school. I was thinking of utilizing the minimax algorithm for AI agents for making tactics. However, I realized that the ...
1
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1answer
49 views

Algorithm that cover one mesh by another mesh

Suppose I have two meshes (Let call me first MeshShirt and second - MeshBody) Meshes are aligned (if i render both MeshShirt "covers" MeshBody). But some parts of the body are not "under" the ...
5
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3answers
172 views

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 ...
7
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3answers
1k views

How can I generate Sudoku puzzles?

I'm trying to make a Sudoku puzzle generator. It's a lot harder than I expected and the more I get into it, the harder it gets! My current approach is to split the problem into 2 steps: Generate a ...
7
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1answer
824 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: (from the graph, we know that the line intersects [1, 1], [1, 2], [2, 2], [2, 3], ending ...
1
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1answer
75 views

Triangular Mesh Collision/ Resolution

I've been trying some different approaches for collision detection and now I want to try to implement simple Mesh-Mesh collision detection for triangular meshes. I'm wondering if I'm on the right ...
0
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0answers
102 views

How manage target selection in a high speed brawler?

I'm thinking of games like Batman Arkham Asylum and the Assassin's Creed series, in which landing the first blow gives you a soft lock that automatically rotates you to continue facing the target as ...
1
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1answer
53 views

Create player rankings?

I recently created a tournament system that will soon lead into player rankings. Basically, after players are done with the tournament, they are given a rank based on how they did in the tournament. ...
1
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1answer
65 views

Chamfered cube geometry generator

I'm trying to create a geometry generator for a "Chamfered Cube". I've got the vertices working, but I'm stuck with creating the faces. I don't really know how I could re-arrange my algorithm to ...
0
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2answers
74 views

Maximum Number of Bends - Snake [closed]

A naive Snake game implementation works by using a queue data structure to store the position of every single square that the snake is a part of. You can reduce the amount of memory by only storing ...
0
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1answer
75 views

Given seams, how do I unfold a mesh?

If a user marks a seam on a mesh, how do 3D modelling programs (like Blender or Maya) unfold the mesh on to a 2D surface? I can only find papers trying to automate the seaming for you. Given ...
0
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1answer
100 views

Sweep and prune vs quad tree when all objects are dynamic (moving)

As I understand it there are 3 popular strategies for spatial partitioning: sweep and prune, quad/oct tree and uniform grid. Uniform grid is problematic for me because I have not set an upper limit on ...
22
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4answers
1k views

How do I avoid “too” lucky / unlucky streaks in random number generation?

I'm currently dealing with a multiplayer combat system where the damage dealt by the players is always multiplied by a random factor between 0.8 and 1.2. In theory, a truly random RNG may eventually ...
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2answers
492 views

Tower Defense Search Enemies Efficiently

I had a problem with the build of a TD. I got a slow - non efficient search for towers find targets to shoot. PD: enemies[] got all the active & non-active enemies (death and alive) ->Im using ...
0
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1answer
75 views

Raycast algorithm fails to collide with diagonal walls in specific locations

I'm having a problem with my ray-cast algorithm in a 2D tile-based universe. I feel the situation would be best explained with a picture, so here it is: The ray, represented by the blue line, is ...