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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132 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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1answer
42 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. ...
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1answer
29 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
51 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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1answer
211 views

Help with fleet combat strategy game AI

can you tell me how to implement a game AI like the sea battle Ai in NAPOLEON:total war. I want to finish a small game,which the ship can occupy the island to produce more ships and my fleet can ...
2
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0answers
36 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 ...
2
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0answers
167 views

How to trace contour of shapes with holes?

I am experimenting with the RVO2 library for collision avoidance in a 2D simulation. This library supports specifying arbitrary obstacles as a list of vertices. The obstacles must be full shapes, i.e. ...
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0answers
339 views

Cubic to equirectangular projection algorithm

I have a cube map texture which defines a surrounding, however I need to pass it to a program which only works with latitude/longitude maps. I am really at lost here on how to do the translation. Any ...
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0answers
240 views

Image Texture Tracing Algorithm - Cocos2D Box2D

Context: I am working on a 2D Destructible Terrain engine for Cocos2D with Box2D. All images, when a level loads, have their border's traced and cached for the purposes of forming Box2D b2EdgeShape ...
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0answers
111 views

Non-smooth noise with optimal performance?

Any suggestions on how to get more 'jagged' results like linear interpolation gives with value noise using a faster algorithm concept like simplex noise? Simplex noise I haven't spent enough time ...
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0answers
87 views

Performance issues with visibility detection and object transparency

I'm working on a 3d game that has a view similar to classic isometric games (diablo, etc.). One of the things I'm trying to implement is the effect of turning walls transparent when the player walks ...
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0answers
574 views

What is the best way to implement collision detection using Bullet physics engine and a track generated from a curve?

I am developing a small racing gam, the track is generated from a curve. As said above, the track is generated, but not infinite. The track of one level could fit with no problem in memory and will ...
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0answers
119 views

Fixed time step with Akihabara

How could I implement fixed time step with Akihabara framework? I would like my avatar to move by fixed distances of one block as in Supaplex.
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0answers
95 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 ...
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0answers
61 views

Collision detection in 3d

what is the simplest algorithm for collision detection that respects the following requirements: The collision is only between cubes that are always aligned with the axis of the world (not rotated). ...
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0answers
44 views

Voxel sparse octrees for indirect illumination

I don't understand the use of voxel sparse octrees for indirect illumination calculations. First of all, what exactly is happing? We're rendering the scene as usual with diffuse lighting. In the ...
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0answers
95 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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0answers
74 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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0answers
43 views

How to combine vertex, normal, UVW arrays optimally?

In Unity, meshes have multiple arrays for various vertex components (Normal, Position, UV coord, etc), and triangles consist of three indices that define the (same) offset into each array to build the ...
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0answers
374 views

13 Cards Rummy Game Development: Problem With AI

I'm currently developing a 13 card rummy game for educational purpose. The game is a single player game, Computer Vs Human. Rule of the game: 13 cards needs to be arranged in sets or sequences of at ...