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

learn more… | top users | synonyms

1
vote
1answer
228 views

What's a clean way to find (up to) 3x3 squares within a 6x6 grid?

I have a 6x6 grid where every cell have a color property (simply integer value). Player can change one cell at a time to form rectangles of the same color inside of the grid. New rectangles can only ...
1
vote
2answers
497 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. ...
1
vote
1answer
77 views

How can I assist players navigating narrow grid junctions?

I'm looking for a technique to help the player navigate a narrow path while the character is in constant motion. When changing direction in junctions, it's pretty hard to time the direction change for ...
1
vote
1answer
739 views

Grid-Based 2D Lighting Problems

I am aware this question has been asked before, but unfortunately I am new to the language, so the complicated explanations I've found do not help me in the least. I need a lighting engine for my ...
1
vote
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 ...
1
vote
1answer
544 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 ...
1
vote
1answer
861 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 ...
1
vote
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: ...
1
vote
1answer
889 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 ...
1
vote
2answers
32 views

How do I handle objects with a width and height in grid-based pathfinding?

I'm using the Jumper library for Love2D to do grid-based pathfinding, which worked fine until I wanted to make larger enemies (with larger collision boxes). How do i do that? My initial idea was to ...
1
vote
0answers
30 views

How to find grid cells not seen by an object

I am writing a VB.NET program. I have a grid view which is made of multiple small cells called grid cell. On the grid view, I have placed an obstacle (red box) and an observer (blue box). My task ...
1
vote
0answers
65 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 ...
1
vote
1answer
98 views

Positioning game object on a grid

I am learning how to code by programming easy, 2D games. Here I want to try to get only a map, like in strategy games (2D isometric) and put new objects (pictures) on it. In short: I want load a big ...
1
vote
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 ...
1
vote
0answers
94 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 ...
1
vote
0answers
51 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. ...
1
vote
1answer
143 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 ...
1
vote
2answers
324 views

Show a range grid movement as3

How do I show range of grid movement in AS3? When player controls a character and chooses "move" options, the grid of movement will be displayed as 3 grid of X, 4 grid of Y (Both sides, + and -). So, ...
1
vote
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 ...
0
votes
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 ...
0
votes
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 ...
0
votes
2answers
311 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 ...
0
votes
1answer
368 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 ...
0
votes
1answer
544 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 ...
0
votes
3answers
95 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 ...
0
votes
2answers
117 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, ...
0
votes
1answer
94 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 ...
0
votes
2answers
795 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 ...
0
votes
1answer
5k 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 ...
0
votes
1answer
79 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 ...
0
votes
2answers
59 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 ??
0
votes
1answer
33 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 -- ...
0
votes
2answers
64 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 ] [ ...
0
votes
1answer
123 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 ...
0
votes
3answers
111 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 ...
0
votes
2answers
374 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 ...
0
votes
1answer
155 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
142 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 ...
0
votes
1answer
777 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 ...
0
votes
1answer
564 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 ...
0
votes
1answer
157 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 ...
0
votes
0answers
20 views

Simplifying grid based intersection checking to not need 16 checks from each corner

I'm working on an "underground prisons and fire breathing lizards" inspired CRPG. So far I have implemented a "path drawing" method to, well, show the grid cells that would be involved if one were to ...
0
votes
0answers
42 views

storing hexagon-based (x/y) movements in a database

Im developing a hex(agon)-grid based game. The game is turn-based. Players move stuff on the map and they need to be allowed to issue movement-orders. Units move a certain amount of movement-points ...
0
votes
2answers
74 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 ...
0
votes
0answers
80 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 ...
0
votes
0answers
75 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 ...
0
votes
0answers
80 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 ...
0
votes
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
174 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 ...
0
votes
1answer
254 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 ...