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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146 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 ...
14
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1answer
1k views

How to gain accurate results with Painter's algorithm?

A while ago I asked how to determine when a face is overlapping another. The advice was to use a Z-buffer. However, I cannot use a Z-buffer in my current project and hence I would like to use the ...
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0answers
18 views

Integrating specular, diffuse reflection and refraction

I am implementing an MLT bidirectional path tracer. I have a problem integrating diffuse, specular reflection and refraction. 1) The first problem is diffuse and specular reflection. Diffuse ...
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1answer
33 views

Iteration over grid with randomly moving entities [on hold]

So, I tried to write this Wator-Simulation thing and everything works fine, except for the random movement and so the spreading of breeding fishes/sharks. Instead of spawning more and more in every ...
26
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5answers
4k views

In 2D, how do I efficiently find the nearest object to a point?

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 each distance and choose the minimum one, but that ...
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1answer
75 views

How can i fix my Ground detection code?

My ground detection works by checking if the player's x position is between the range of a sprite xpos+16 and xpos-16 if it is,then it uses a separate axis theorem on the y axis to see if the player ...
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2answers
1k views

Choose tile based on adjacent tiles

I am working on a tiled map editor, and I need to choose tiles automatically, based on the adjacent tiles. For example, when placing a road tile, next to another road tile, the two need to be oriented ...
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1answer
58 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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1answer
62 views

Planar scene graph

Suppose there are many line segments on a plane (2D scene) and I would like to redraw only small portion ("window") of the whole scene. The scene is dynamic, meaning one can add/remove/transform ...
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1answer
38 views

Is there any easy way to understand the Alpha Beta for Othello?

I'm stuck with coding the Alpha Beta algorithm for a console-based game I'm developping at the moment. I tried to understand how it works for a week but still no idea how to get started with it. Here ...
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2answers
96 views

Bubble shooter clone, structure for storing/adding of bubbles

Im having a few issues trying to figure out what the best data structure to use for storing bubbles on the grid, and how to connect new bubbles to the grid when a moving ball collides with a ball on ...
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1answer
118 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 ...
31
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9answers
6k views

How can I quantify a drawn line's straightness?

I'm working on a game which requires players to draw a line from a point A(x1,y1) to the other point B(x2,y2) on the screen of an Android device. I want to find how well that drawing fits to a ...
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3answers
556 views

Determine if a set of tiles on a grid forms an enclosed shape

Given a set of tiles on a grid, I want to determine: If the tiles make an enclosed figure If the tiles make an enclosed figure when you count the sides of the board as an edge of the figure If ...
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1answer
56 views

Paint game level algorithm

I have a game, and I have a level editor where you can build your level from blocks. Blocks positioned in cells. So blocks can have no neighbours or have one or few neighbours. My problem is that I ...
2
votes
1answer
141 views

Pathfinding in a 2D “sidescrolling” strategy game

I've been thinking up a real-time strategy game that plays on a platformer type of map. The collidable portion of these maps will be made up of square tiles. I've done A* pathfinding in top down tile ...
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1answer
139 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 ...
0
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1answer
90 views

Trying to add a feature to my (basic) level parsing algorithm - not sure how to (JAVA)

Right now this method goes through a list of GameObjects (e.g. JetPack, Platform) with their respective x and y positions in a text file called level1.txt: platform 840 280 platform 1130 280 coin ...
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4answers
5k views

How do I shuffle cards for a card game?

I am trying to develop an card game for Android Can anyone suggest me how to write code for effectively shuffling the playing cards?
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2answers
153 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
73 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. ...
4
votes
2answers
239 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? ...
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1answer
33 views

Texture to Painted Vertex Algorithm

I want to generate some game textures into coloured vertex arrays. Is there a known algorithm to transform texture/bitmap data into an optimised vertex array. Much like how the Homeworld skyboxes ...
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0answers
76 views

Recursive backtracking sometimes missing a tile?

I have a basic recursive backtracking alghorithm for a maze. It pretty much works but ocasionally leaves some tiles in the corners untouched. This is the recursive function: void ...
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2answers
83 views

Minesweeper number placement [closed]

My professor gave us a project: make a minesweeper clone. However, he said that he will give bonus points for the 3 fastest algorithms for board generation. I'm currently doing the algorithm that ...
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1answer
101 views

Tile map optimization algorithm

I've read this artical on tilemap optimization https://www.scirra.com/blog/ashley/3/tech-blog-tilemap-tidbits and wondering what algorithm is used to achieve something like this. I'm wondering ...
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1answer
65 views

A* pathfinding not finding shortest path with weird behavior [closed]

NOTE I have read through this thread and have tried the implemented answer The A* pathfinding algorithm works fine most of the time but in some specific cases, it seems to not use the shortest path. ...
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3answers
2k views

Predicting enemy position in order to have an object lead its target

In my 2D game I have AI turrets that should assist the player by automatically firing towards enemies. I would like to make them fire intelligently and lead their target instead of just targeting an ...
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2answers
72 views

Fast Ray Sphere collision code

I am looking at here and while it's well organized a lot of links are broken: http://www.realtimerendering.com/intersections.html I am trying to find fast code that will give me the hit point and the ...
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2answers
143 views

Space invader barrier implementation algorithm

I've been struggling with implementing the space invader bullet to barriers. I wanted right now to blast a circle around, when the bullet hits the barrier and modifies the circle. As shown in the ...
24
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3answers
14k views

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.
54
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11answers
5k views

How does A* pathfinding work?

I would like to understand on a fundamental level the way in which A* pathfinding works. Any code or psuedo-code implementations as well as visualizations would be helpful.
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2answers
56 views

In a grid based system, where users can build their own walls to create buildings, how do you determine which parts are indoors? [duplicate]

I've looked around for an algorithm to solve this problem, but I can't seem to find anything. In a game I am working on, data is held in a grid. Certain squares within that grid can be set as walls, ...
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1answer
66 views

How to invert a damage formula?

I have created simple damage formula based on source percent, which return fixed percent of damage. DAMAGE_PERCENT = Exp(Log(100) * (1 - (100 - SOURCE_PERCENT) / 150) Here is the result: ...
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1answer
80 views

Collision Detection algorithm using Line Detection

For a 2D physics sandbox I am working on, I need a way of detecting detecting a collision using lines. This sandbox uses a class called Particle, which has a x and a y (stored as a struct called ...
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0answers
68 views

Isometric staggered multi tile buildings

I'm writing a isometric staggered rpg engine and i am at loss to how to make the buildings placement diamond show up. What I mean is i have tile2screen and screen2tile functions and it works ok. I ...
5
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2answers
4k 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 ...
4
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1answer
455 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: ...
2
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2answers
96 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 ...
0
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1answer
65 views

How to calculate a score algorithm based on elapsed time?

I'm trying to calculate an alogirthm based on elapsed time to calculate score based on a music beat. I have the music beat divided into 4 because that's the time measure of that beat. So If the user ...
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0answers
15 views

Smoothly scaling positions of GraphicsItems on a 2D GraphicsScene

I layout a bunch of nodes on a QGraphicsScene(A 2D Canvas). The nodes are basic ellipses. It works reasonably well. However I would like to know how to better size the ellipses. Currently I have a ...
0
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1answer
40 views

Most efficient way to hide out of bounds object in tile based environment [duplicate]

I am working on a desktop game in C#, with Monogame framework. I am storing the tile instances in a 2D Array, for the sake of easy collision detection. But the levels are big (often 100x100 or bigger) ...
0
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0answers
37 views

2D Platformer Pathfinding [duplicate]

First of all, I'm sorry, I know this is a really broad topic, but I've been trying to do this for days, I've looked at about a hundred different Google links, and I'm just not having any luck. ...
2
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2answers
281 views

How can I generate a 2D mountain landscape procedurally?

Every level in my game needs to have a different mountain landscape background generated automatically (but the landscape must be the same for each level). How could I generate such a landscape ...
0
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1answer
63 views

Backtracking in A Star

Hello, can anyone tell me how can i implement backtracking in a a star search algorithm? I've implemented the a star search according to wiki, but it does not backtrack, what i mean by backtrack is ...
0
votes
1answer
51 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 ...
1
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1answer
46 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
165 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 ...
13
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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 ...