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

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2answers
998 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
226 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
479 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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2answers
74 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
65 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
368 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
622 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
18 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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votes
3answers
98 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
237 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
103 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, ...
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2answers
389 views

Unity Grid System

I'm creating a tower defence game and I've been struggling on one of the core parts of the game. What I'm trying to do is create a plane that the user can clink on and build a tower at that location. ...
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votes
1answer
95 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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votes
1answer
607 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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votes
1answer
425 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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votes
0answers
31 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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votes
0answers
38 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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1answer
160 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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0answers
17 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
133 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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votes
1answer
206 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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votes
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 ...
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votes
1answer
712 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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votes
1answer
837 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 ...
-1
votes
1answer
181 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
402 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
305 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 ...
-1
votes
1answer
344 views

Grid based Collision Detection between circles [duplicate]

I am working on a 2d arcade game where I have 5 types of circles with different sizes: The ship, the missiles, and 3 types of monsters. This is what it looks like: Currently I'm using brute force ...
-1
votes
1answer
138 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 ...