A regular tessellation of a surface to create uniform, contiguous cells arranged in a consistent pattern.

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1answer
1k views

Efficient Way to Draw Grids in XNA

So I am working on a game right now, using Monogame as my framework, and it has come time to render my world. My world is made up of a grid (think Terraria but top-down instead of from the side), and ...
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1answer
509 views

Creating an interactive grid for a puzzle game

I am trying to make a slitherlink game, and am not too sure how to approach creating the game, more specifically the grid structure on which the puzzle will be played on. This is what a empty and ...
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1answer
838 views

Drawing 2D Grid in 3D View - Need help with method

I'm trying to draw a simple 2D grid for an editor, to able to navigate more clearly around the 3D space, but I can't render it: Grid2D class, creates a grid of a certain size at a location and should ...
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1answer
2k views

Displaying a grid based map using C++ and sdl

I am trying to create a roguelike game using c++ and SDL. However, I am having trouble getting it to display the map, which is represented by a 2d array of a tile class. Currently, my code is this: ...
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1answer
852 views

terrain grid rendering problem

I'm using DirectX 9 and attempting to write a simple terrain generation object. I'm running into trouble with the rendering - I'm hoping that this is a common problem, and someone could spot the ...
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0answers
43 views

2d grid vision(eye sensor) for a neural network bot?

I have a 2d grid and neural network bots living above it. What is a good way to give them vision of tiles in front of them? Below I describe my idea that I don't know how to efficiently(or ...
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2answers
89 views

Collision between complex polyominoes travelling at different velocities

My first post here if there's anything wrong please do highlight it :) First and foremost the problem I'm facing is practically identical to this earlier post here : Falling Blocks and complex shapes ...
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0answers
50 views

Unity: Can I use sprites for tiles to overlay a grid over a plane mesh?

I have a plane mesh in Unity. I have various other meshes on this plane (props) with tags that denote the areas under these props are unwalkable. I raycast, project and generate a grid on this plane ...
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0answers
48 views

How do I recognize squares, rectangles … (like in TwoDots)?

I currently working on a small mobile game. Not a clone of TwoDots(!) but I need to recognize patterns like they do and I use the game as an example. How the game works? Players have to connect dots. ...
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1answer
133 views

Where can I find info on grid based algorithms for stateless AI? [closed]

There seems to be an overwhelming amount of info out there on AI of all kinds, and it's kind hard to digest at once. For my testing purposes, I'm creating a "typical stateless AI", as described in ...
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2answers
1k views

Reference a single 2d Rectangle in an array

What I am attempting to do probably has a very simple answer but I can't make heads or tails of it no matter how hard I try. Provided I'm a newb. What I am trying to do is after I create a grid of ...
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2answers
658 views

How would I go about making a movement system like Mario Party?

Main question How would I go about getting a movement system similar to the one they have in Mario Party only minus the dice roll? Things I have researched I have been studying the uses for ...
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3answers
1k views

Line of sight on a 2d grid

I've been looking for similar questions here and on google, but none have worked for me yet. I have a game, where I have a 2d array of square tiles (they're objects with accessible x and y pixel ...
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2answers
285 views

Generate a 2D distance grid in one pass

I'm trying to generate a 2D grid, for use in navigation, where each grid point holds the distance to the nearest obstacle (such as impassable terrain, or a constructed building). So for example, a ...
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2answers
1k views

OpenGL align grid like glOrtho but with gluPerspective?

Using gluPerspective makes OpenGL's grid really messy and rather hard to use especially when trying to do mouse input. The grid that perspective uses is completely messed up compared to the grid you ...
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1answer
333 views

What size textures do I need for a 2D grid based game if my tiles are larger than textures I have?

I'm building a grid-based game for iPad, and for usability purposes I've selected my game grid to be built of 75x75 squares. However, so far I've seen that the majority of (free)texture catalogs I can ...
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1answer
527 views

Alternatives to NSMutableArray for storing 2D grid - iOS Cocos2d

I'm creating a grid-based iOS game using Cocos2d. Currently the grid is stored in an NSMutableArray that contains other NSMutableArrays (the latter are rows in the grid). This works ok and performance ...
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3answers
70 views

how to avoid circular references between objects and map

I've been working on a turn based tactics game on a grid. I've been trying to figure out how to store and relate the grid and the objects on it. Essentially, my question boils down to how to ask ...
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2answers
98 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
83 views

2D Hitboxing on an HTML image [duplicate]

I want to make a turn-based game where the player is given "opportunities for attack." An image of the in-game sprite character appears when it's the player's turn to attack. The player can mouseover ...
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1answer
464 views

How to implement uniform grids

Up until now, I implemented all-against-all collision detection in my games. It worked fine. But I reached a point where implementing this kind of collision detection, makes the game run poorly, ...
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2answers
743 views

Roguelike corridor creation; Connecting rooms

I have a simple Tile[,] that I populate with Rooms. Now I need to connect the rooms with a single tile wide corridor. At first I used A* to hook up the rooms but that, of course, get's the best path ...
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1answer
4k views

Basic A star implementation tutorial [duplicate]

Possible Duplicate: Pseudo-code examples of A*? Hey guys Iam making a TD game and now I am stucked in implementing A star algo. I know there are many 3d party softwares but they are ...
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1answer
48 views

Creating placement grid in Unity

I'm fairly new to C# and Unity, so I don't really know much about it. I want to create an RTS like game where you have a huge grid that the whole world is placed on. Then you can place houses, walls ...
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2answers
56 views

need a pathfinding algorithm from 1 column to another

grid contains weights and I need a max path sum from one column to another possible movement directions are (right, up & down only). Can Djikstra or A* help ??
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1answer
31 views

Analyzing movement data for a checkerboard

For a psychology experiment - subject has to learn that the 2D grid is a checkerboard, and collect all the 1s (rewards). How do I test if subjects are actually doing it in the most optimal way -- ...
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2answers
61 views

Calculate land center on grid

I have a grid based game. The main map is 2d array with land ids, something like this (here are 2 lands on the map, one formed where the 1's are and one formed by where the 2's are): [ 1 , 2 , 2 ] [ ...
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1answer
93 views

Is there such thing as a hybrid View that combines SurfaceView and GridView in Android?

I am trying to develop several Android games that work on a grid system. I will need to update the game surface frequently, so using a GridLayout does not seem to be a good option. The frequent ...
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3answers
108 views

How to move around in a map and remember position?

I am working on sound labyrinth game. My game is about a person getting trapped in the basement and the only way to navigate and get out is through sound. I have created a map over the basement and ...
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2answers
333 views

2D Tile Collision free movement

I'm coding a 3D game for a project using OpenGL and I'm trying to do tile collision on a surface. The surface plane is split into a grid of 64x64 pixels and I can simply check if the (x,y) tile is ...
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1answer
143 views

Bounding Box Collision Glitching Problem (Pygame)

So far the "Bounding Box" method is the only one that I know. It's efficient enough to deal with simple games. Nevertheless, the game I'm developing is not that simple anymore and for that reason, ...
0
votes
1answer
133 views

Triangular grid and rendering to a texture (Direct3D 11)

Is it possible to render vertex data from a triangular grid into a texture with a same size (i.e. 3x3 vertices to 3x3 pixels - each pixel is representing one vertex)? Consider following situation. I ...
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1answer
738 views

Grid Based Lighting in XNA/Monogame

I know that questions like this have been asked many times, but I have not found one exactly like this yes. I have implemented a top-down grid based world in Monogame, and am starting on the lighting ...
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1answer
504 views

How can I create a tile-based game map from a large source image?

I'm trying to make a huge tile-based map for my game. I've authored a large source image of the map and saved it, but now I'm unsure how to break this up into tiles and render it as a grid so I can ...
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1answer
152 views

Ray picking gives inversed results

I'm trying to do a simple ray picking implementation to allow a user to select a cell in a grid rendered in 3D. I'm almost there, but I've ran into an issue which I can't seem to solve. Consider the ...
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2answers
44 views

Round position to center of current grid position

The title may not make sense, nor may the question - I'll try nevertheless. I'm attempting to make a game similar to The Powder Toy. Essentially, this is a physics simulation game, where the users ...
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0answers
52 views

Laying an hexagonal 3d grid on a 2d-isometric game

I'm trying to create an hexagonal grid for my 2D game, but I got stuck when determining what exact angles/rotation for this 3d plane to have in order to fit with the current 2d isometric art. So right ...
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0answers
59 views

Grid board fill with special cells - predicting movement

I have to create an algorithm which will fill a board, which is made of square cells, with elements. Board can have different sizes and it doesn't have to be a square. Elements fall from top to ...
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0answers
59 views

Grab all tiles within a radius?

I'm working on a 2D tile based game. I want NPC's to be able to destroy tiles, and ideally I would have a function, which takes a central x,y and then based upon a circular area from that point ...
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0answers
146 views

How to make a grid layout in Ruby (Gosu)?

So I'm attempting to make a simple Snake game. However, there's one major problem with that - I don't know how to make my playing field as a grid. So far I've split my snake into segemnts, which are ...
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0answers
19 views

Help with Interactive Grid for Turn-Based-Strategy game [duplicate]

So right now I have all of the menus, and game saving/loading stuff done, but I need help creating my actual game. I have a basic idea of what I want the game to be like. But I just need help with the ...
0
votes
1answer
164 views

Check legal movement on grid map

i'm trying to develop a simple multiplayer turn base game, i'm start creating the grid map, i have already write the javascript script to display the range movement for the specific unit, but my ...
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1answer
239 views

Overlaying grid for pathfinding

I have a simple problem. My game is not grid-based, so units can be at any arbitrary coordinate and move at different speeds. My obstacles are all rectangular and axis-aligned, so naturally it makes ...
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0answers
55 views

Tetris-like wall-kicking not working [duplicate]

So I'm making a falling-block puzzle game. It's not a Tetris clone, but the block clusters move in a similar fashion. I want to make it so that if you rotate against a wall, or against another ...
0
votes
1answer
858 views

How do I make an entity move once per second in crafty.js

I am trying to implement "Snake" using crafty.js but I can't seem to get the snake entity to move just once in a second. How do I do this?
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1answer
945 views

How to attach a sprite to a TMXTiledMap at a particular coordinate, in AndEngine?

I am trying to add a sprite at a "grid" location on the tiled map. The TMX tiled Map is like a grid, and you can access the size of the grid by calling mTMXtiledMap.getTileRows() and ...
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1answer
1k views

How are grids made?

I've been looking at tutorials and researching forums and such but I still can't understand how the grids are made. I get confused at parts like this. for (int x = 0; x < Size.x; x++) { for ...
-1
votes
1answer
194 views

In a regular grid, how can I tell which tile a position is in?

I have a position on the screen, how do I calculate which grid tile that position is inside? I know the number of tiles in the grid, and the size of the screen (including how many tiles fit on it ...
-1
votes
1answer
35 views

Detect clusters of tokens on an x y grid

Ok, so I have a two dimensional grid working on integer x and y coordinates. Each of this coordinates can have one and only one token on it. The tokens have the capability of check and return an ...
-1
votes
1answer
382 views

Refering to an object from an array in Java [closed]

In my game, the whole thing is based off of grids. So the map is a dual dimensional array of 32 (32 x 32 grid map). Now what I want to be able to do is to grab a grid and be able to access it and ...