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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43 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 ...
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0answers
30 views

How can I do a weighted cascade down a path in a 3D environment?

I am trying to perform a weighted cascade down a path in a 3D environment. Now, what I am trying to do is have one object(a cube) in the environment scan from its coords 1 in every direction for ...
4
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1answer
636 views

Catmull Rom Spline - Constant Speed

Given the equations found in the answer here: Determine arc-length of a Catmull-Rom spline How would one A) Apply this to a 3D Catmull-Rom Spline, and B) write A out programmatically (for the math ...
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1answer
87 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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3answers
521 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, ...
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0answers
33 views

Displaying range around a unit [duplicate]

I'm looking to highlight a set of square tiles around a unit to signify its movable range. The concept should be quite familiar to those who have experienced the Fire Emblem series of game. I have ...
3
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2answers
117 views

A Star pathfinding algorithm, multiple node set optimization

I'm trying to determine if this is an optimization I should pursue or if this is way to complicated to be worth my time. I've successfully implemented the A Star Algorithm for my video game. I used ...
2
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1answer
129 views

How do I convert a partially transparent image into polygons?

I'm using GLEE2D, a level editor allowing me to import images, scale them, rotate them, and position them onto layers and export the data into XML format. However, it does not tell me objects' ...
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7answers
2k views

What's the best way of transforming a 2D vector into the closest 8-way compass direction?

If you have a 2D vector expressed as x and y, what's a good way of transforming that into the closest compass direction? e.g. x:+1, y:+1 => NE x:0, y:+3 => N x:+10, y:-2 => E // ...
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1answer
60 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 ...
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1answer
46 views

Need help with algorithm for generating connected bricks in Pick A Brick clone

I want to make a clone of an Amiga 500 game, Pick A Brick, a 2D game where the goal is to clear a table of bricks by matching them up, following certain rules. I am getting nowhere when it comes to ...
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2answers
181 views

How to find a free patch of area in a tiled map?

I've been trying to formulate the question and try to find some information on Google, but didn't managed to, so here it is... We've got a nice tropic-themed game that is about to be released soon, ...
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0answers
26 views

Calculate required resolution

Lets say I have a rectangle with width x and height y. Then there is transformation matrix T. Now, how using only those data can I estimate minimal resolution of texture (that is its width and ...
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1answer
127 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 ...
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0answers
37 views

How can I make flood-fill work for all 4-match cases? [closed]

I am developing a game like Bejeweled, but a bit more complex. Imagine there are 12 x 12 tiles with 8 different tiles. Whenever there are minimum 4 tiles (or more) align in a vertical or horizontal ...
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1answer
109 views

Surface creation algorithm using points cloud

I am looking for a realtime algorithm to create a 2D mesh using points. But I am quite confused. It seems that Delaunay triangulation can help me create mesh using point clouds, but Meta-balls seems ...
17
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1answer
4k 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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1answer
54 views

Algorithm to find average position

In the given diagram, I have the extreme left and right points, that is -2 and 4 in this case. So, obviously, I can calculate the width which is 6 in this case. What we know: The number of ...
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1answer
26 views

Timed player collision

I'm trying to make the player loose one heart then cool down for a second after being hit. For an example if(a.overlaps(b)) { p.health--; } would lower the health while being touched. In my old ...
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1answer
19 views

Can GJK be used with the same “direction finding method” every time?

In my deliberations on GJK (after watching http://mollyrocket.com/849) I came up with the idea that it ins not neccessary to use different methods for getting the new direction in the doSimplex ...
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1answer
864 views

Efficient way to calculate “vision cones” on 2D tile map?

I'm trying to calculate which tiles a particular unit can "see" if facing a certain direction on a tile map (within a certain range and angle of facing). The easiest way would be to draw a certain ...
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2answers
98 views

Algorithm to make entities closely follow one another?

I have a group of entities that I want to follow a leader very closely. A good example would be how the player's soldiers move in Cannon Fodder. Any suggestions for achieving movement like this?
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4answers
4k views

Calculating velocity needed to hit target in parabolic arc

If I have a point which I want to hit at the end or during a parabolic arc, how would I calculate the needed x and y velocity?
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1answer
236 views

How do I avoid pathfinding characters getting stuck in corners?

I used A* pathfinding to return a list of Tiles to get from an enemy to the player. After that, I wasn't sure how to actually move the enemy. What I ended up doing was get the first Tile in the path. ...
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6answers
3k views

Algorithm to modify a color to make it less similar than background

I'm creating a demo of 20 balls bouncing each other, with a background filled with a solid color. Color for each ball is chosen randomly with randint(0, 255) for each R, G, B tuple component. Problem ...
12
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1answer
2k 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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1answer
79 views

How can I implement a percentage chance to perform some action? [duplicate]

Let's say that there is an X% chance that a character will shoot a target, or some other action. How do I determine if the action should be taken or not (how do I implement the percentage chance)?
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1answer
130 views

How to represent a map in a top-down perspective game with low algorithm complexity?

This is the first time I develop a video-game, and I am kind of lost. I would like to know about ways on representing 2D maps on a top-down perspective game... (Like this one: ...
6
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3answers
269 views

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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3answers
14k views

How can I create a random “world” in a tile engine?

I am designing a game that is working on a classic tile engine, but whose world is generated randomly. Are there existing games or algorithms that do this? The procedural generation algorithms I have ...
4
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2answers
336 views

Can I use an AI engine written in C++ in my Unity game? If yes, how can I do this?

I am studying some chess and others AI algorithms and the majority of these implementations are made in C and C++, my question is, if I make a chess board and all the graphic thing in Unity, can I ...
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1answer
34 views

Hash Distance & Angle To Produce Unique Value

I have many vertices drawn on my Unity3d C# application window (thousands). I am attempting to come up with a fast way to detect which vertex has been clicked. My idea is to use a sorted list. The ...
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1answer
50 views

Detect which object conceals another one

I've searched for a while for a good solution and if I'd have found one I wouldn't be here. So there are the details: I have been working on my 2D game using XNA, and I'm aware of the way XNA renders ...
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1answer
43 views

Bounds Queries for Simplex Noise Function

How do I construct a Bounds Query for 3D Simplex Noise? [This is more or less a follow-up to my last question] Simply put, for an arbitrary octree node (cube) in my volume (a section of Unity3d ...
2
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1answer
93 views

Best practice for organizing the physics of objects?

Apologies because this is a long post and I am inexperienced. I would really appreciate the input from some experienced developers. These are my two goals for this project: To learn the best ...
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2answers
213 views

Efficiently detecting objects inside multiple radius

I would like to create a game for mobile that require to calculate multiple time by seconds which moving objects are in the radius of moving points. The game is highly inspired from Gratuitous Space ...
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2answers
265 views

match 3 Shuffling

I'm interested in hearing about to implement similar functionality to Candy Crush's shuffling. I have an algorithm to determine if there are any matches available and if there aren't, I want to ...
2
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1answer
228 views

Procedural terrain generation

Currently I have a procedurally generated planet using multiple octaves of perlin noise. The thing is, that I don't generate heightmap, but rather get the values of perlin function and apply them ...
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1answer
208 views

How can I determine the extreme color values in a texture?

I am looking for a way to determine the most extreme color values for all of the texels in a texture. So for a texture consisting only of black and white texels, the extreme values should be (0,0,0) ...
2
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1answer
124 views

Is it more efficient to use an A* algorithm or a line system drawn in pathfinding in C#?

I was recently introduced to the A* algorithm when I asked a friend about making AI/NPC's in video games move to certain points and it sounded very interesting. I am building an FPS and it has AI that ...
22
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2answers
11k views

Understanding Perlin Noise

I'm toying with Perlin Noise after some work with Diamond Square. I followed the implementation by Hugo Elias that basically, makes a series of functions with x,y as input to throw each coordinate ...
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2answers
107 views

GA - Genetic Algorithm for Enemy

So I'm starting a project which aims to make a good AI for my game monsters. So far I have set up the GA and got some results. There's two genes, with one chromosome each. The monster either ...
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1answer
83 views

What is the simplest algorithm or pattern to continues ground/Floor

Im beginner in 3d gaming , i have basic question not Language specific. Say i have ground model for example terrain i modeled what is the common way to load the terrain and use it again Or load ...
0
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1answer
26 views

Is there an equation to determine when to invoke extrapolation in response to lag?

I've implemented interpolation to smooth character drawing in my networked game. But now I want to fall back on extrapolation if too much time has passed from a user sending an update and the ...
2
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2answers
157 views

How can I simulate the sun's position for 3D lighting?

I'm using a directional light as a light source. It dosn't have a positon, only a direction, represented by a vec3. I'm trying to figure out how to make the light direction to simulate sun movement ...
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0answers
84 views

Libnoise producing completely random noise

I am using libnoise in C++ taken and I have some problems with getting coherent noise. I mean, the noise produced now are completely random and it doesn't look like a noise. Here's a to the image ...
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2answers
200 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 ...
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0answers
99 views

Sun & Moon Movement

I'm creating a 2D HTML5 Canvas Game and am stuck on how to go about animating my Sun & Moon. The current setup is basically setting the moon at -1024 on the X-axis and the sun at 0 and animating ...
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73 views

Pixel alignment algorithm

I have a set of square blocks, I want to draw them in a window. I am sure the coordinates calculation is correct. But on the screen, some squares' edge overlap with other, some are not. I remember ...
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1answer
61 views

Creating blur with an alpha channel, incorrect inclusion of black

I'm trying to do a blur on a texture with an alpha channel. Using a typical approach (two-pass, gaussian weighting) I end up with a very dark blur. The reason is because the blurring does not properly ...