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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Swept AABB Collision and Response Problems

I am working on a simple 2D game, and I am having problems with collision detection and response. I am using code adapted from this article: ...
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36 views

What's the best way to deal with platformer tile collisions?

I am starting with game development and creating a basic platformer game. I already have searched a lot and found some ways to implement the platformer aspect to the game, like apply a gravity, ...
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1answer
118 views

Graph search with a high number of actions

I have implemented A* to reach a goal state from a start state. My state is position X,Y, angle and others state variable. I have a number of actions. What I call actions is : A* on a grid has 4/8 ...
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220 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 ...
3
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1answer
69 views

How to solve Sweep and prune false positives concerning large floor plane

I am developing a 3d sweep and prune module for a project, and it is producing false positives. The pair generation code is as follows: for (unsigned int i = 0; i < mXExtents.size(); i +=2) ...
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124 views

Finding cells within range on Hexagonal Grid

First up - I know I'm being super-dense here. With that out of the way, I'm trying to write a C# implementation of this algorithm: var results = [] for each -N ≤ dx ≤ N: for each max(-N, -dx-N) ≤ ...
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4answers
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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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2answers
309 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 ...
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71 views

Transparency sorting in 3D world with different render types

I am rendering a world, object, and models from an older game format. The world is presented in a BSP tree so I can quickly iterate through. The opaque surfaces are rendered front to back. Then ...
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Recognize pattern in 3D building environment

I'm currently developing 3rd person building game (as bacheleor thesis). I need to recognize constructed patterns co I can mark corresponding structure as some building (so player can start using that ...
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67 views

Help with drawing a polygon with N sides [closed]

I am at university on my games development, and I have been given work to fill in an empty pixel plotter program using the methods they have supplied for it to teach us the algorithms used in 2 ...
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46 views

Calculating unique ID number from a set of bitmasked tiles

So I write this kind of match3-style game where you as a player need to match tiles with three or more of the same type and I'm thinking what is the best method to recognize the shapes without writing ...
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How does Navigation Mesh path-finding work?

I want to understand how navmeshes work, how to implement them and why it is better than other types of pathing systems.
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136 views

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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1answer
32 views

Random equidistant points like a tree branch (JS)

I'm working on an algorithm to generate a "graph" like array of points in my game world. See Image Below: Here is what i'm working on so far, which will generate the black line.. but this may not ...
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1answer
148 views

How is Signed Distance Field Ray Marching implemented for a dynamic world?

I think I understand the basics of Signed Distance Field Ray Marching. You model your scene with a bunch of distance fields (such as these: ...
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5answers
5k 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
213 views

How to compare different states of my game? (rpg)

I'm working on a rpg, the battle system. I want to compare different scenario with each other. For example, what if I play move A then move B ? or two times move A ? or ...? I'm using a ...
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2answers
666 views

How to do placeable electricity cables that work like the ones in “Prison Architect”

I would like to know one (of the probably many) ways to code a (sort of) Prison-Architect-ish electricity cable building system. Here's a picture of what I mean: How can I detect that cables are ...
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84 views

Putting items into a 3D space

Imagine a fridge and a bunch of random foods. I want to take one food item, automatically put it somewhere in the fridge, and repeat. I can stop at any time. Basically, the filled fridge should look ...
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understanding spatial hash function behaviour and Knuth for int64

I implemented open-indexing sparse 2D spatial HashMap, and I'm quite satisified with performance ( ~30-70 CPU cycles to get object at particular location for size ~16 Milion objects ). However, I ...
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1answer
355 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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How to combine dynamic asset reload and texture atlases? (rectangle packing with removal)

Usually texture atlases are built either: as a seperate content pre-processing step or once when the game starts What I want to do is create and update atlases on the fly when: A new texture ...
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Movement algorithm for Pocket Civ game

I am developing a Pocket Civ game engine. (You can check the process at www.pocketciv.com). Basically there is maximum of 8 Areas (round nodes in the pic) that have Tribes (number inside the node). So ...
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How can I remove unnecessary nodes from my path?

How do I remove the unnecessary nodes from the path to make it as short as possible? Idealy I'd like the result path to look like the green line. The red thingy is not walkable. var ...
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1answer
116 views

Minimum number of moves algorithm in Java

I'm looking to implement the minimum number of moves algorithm for the java game I'm developing but I can't quite figure it out. Here's an example picture: There are also some specifications ...
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boolean operations on meshes

given a set of vertices and triangles for each mesh. Does anyone know of an algorithm, or a place to start looking( I tried google first but haven't found a good place to get started) to perform ...
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1answer
12k views

How do Raymarch shaders work?

I have been looking at shaders found here shadertoy.com and most of the cool ones have noise and raymarch in common. I do not understand the source code at all but I really want to. How do these ...
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3answers
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Computing a full revolution for an arbitrary orbit?

I'm making a game in which the goal is to get as many planets as possible to orbit around a star. The user launches planets at any distance away from the sun (as long as it's on-screen), and in any ...
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5answers
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How do I generalise Bresenham's line algorithm to floating-point endpoints?

I'm trying to combine two things. I'm writing a game and I need to determine the grid squares lying on a line with the floating-point endpoints. Moreover I need it to include all the grid squares ...
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4answers
8k views

Procedural… house with rooms generator

I've been looking at some algorithms and articles about procedurally generating a dungeon. The problem is, I'm trying to generate a house with rooms, and they don't seem to fit my requirements. For ...
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2answers
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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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What algorithms are used for force dispersal between rigid objects attached by joints?

I have in mind a 2d, side-scrolling game which requires the construction of vehicles and/or structures built of conjoined rigid structures, like beams or platforms. These structures will be impacted ...
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Generate Geodesic Sphere from Hex and Pentagons

I have two polygonal meshes, a hexagon and a pentagon (They are tiles in a strategy game). I want to use them to construct a geodesic sphere ...
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How do I find the set of regions that are fully enclosed by a color?

How do I get all areas surrounded by a certain color in a multidimensional array? For example, this map has three regions that are fully enclosed by red tiles. They are highlighted enclosed in pink. ...
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Player ranking using ELO with more than two players

I would like to use ELO to track player rankings between matches of a certain game, however the game can be played with up to four players in a match. I have seen games like Carcassonne use ELO with ...
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66 views

Liang-Barsky Line Clipping Algorithm

Is it possible to generalize Liang-Barsky Line Clipping Algorithm for n-dimensional space ?
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Timed Line Drawing

I'm trying to program a remake of the classic Missile Command Atari game from scratch, but I've run into a problem. So I have a function that can draw a line from one point to another. I figured I ...
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Connect phone to computer? [closed]

In order to test out my game, I need to use my real life device. The problem is, android studio isn't recognizing my device plugged in: The problem: My device isn't getting detected in android studio ...
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1answer
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Generating Formulas for glDrawElements with Tile Grids

glDrawElements can be used to save you from uploading a lot of vertices to the GPU. Many 2D games use tiles, which are rendered in grids. I have done some experimenting with the indices array. For a ...
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2answers
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How to avoid Walls in A*

Well I had a problem with the implementation of my A* algorithm in C# for unity, and I don't realize how to prevent the diagonal movement and the cross walls, I had the next code, the print line's are ...
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How do you rotate all the objects around the camera?

If I'm correct, the way that you can "look around" in an environment is that you rotate all the objects around the camera. This is the code that I've created using JavaFX 3D. So what's the algorithm? ...
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2answers
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How to implement an experience system?

I'm currently writing a small game that is based on earning experiences when killing enemies. As usual, each level requires more experience gain than the level before, and on higher levels killing ...
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1answer
79 views

How to make “Shaky mouse cursor” Before shoot the target Like in a Dart Game?

I develop a shooting game. To make it harder I want to make the reticle shaky/move randomly. I use Robot class to move random as suggest here. But I modified it by adding an infinity loop and by ...
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35 views

3D Zoom To Mouse Cursor accounting for Change in Camera Pitch

Overview: Simply put, I'm trying to make a zoom to cursor algorithm. This would normally be very simple, but the implementation of the camera is making it difficult. As the camera zooms in and out, ...
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Want to play 1 of 3 tracks depending on current level

I want to play a gameplay music track depending on what the current level is. E.g. 1 - Play track 1 2 - Play track 1 3 - Play track 2 4 - Play track 2 5 - Play track 3 repeat... 6 - Play track ...
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Elegant autotiling

I'm looking for information about how people implement autotiling in their tile-based games. So far I have always improvised it with a bunch of hardcoded "if ... else ..." statements, and now I ...
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4answers
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SoA Vectors on SPU

I've read a lot about the benefits of organizing data into 'Structs of Arrays' (SoA) instead of the typical 'Array of Structs' (AoS) to get better throughput when using SIMD instructions. While the ...
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top down game - checking, drawing enemy's line of sight area with obstacles

Examples of what i'm going to need: I'm using cocos2d to draw a CCTMXTiledMap, on those tiles i'll have to draw the LOS cone. How would i test if the player is within that cone, taking obstacles ...
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How do i add a rain effect to a top down design game in Java, using no external libraries?

I'm creating a top-down game for my A-level/college computer science project, and I'm trying to implement rain. The game needs to be usable on any platform, so the use of external libraries is out of ...