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

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1
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2answers
245 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, ...
0
votes
0answers
15 views

Weather forecasting is accurate in which radius? [on hold]

I am currently building a game where weather data will be taken from real world weather. My map will be divided in several sectors and every sector will take its weather data from specific points on ...
0
votes
1answer
823 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
vote
2answers
305 views

how would I go on 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 on mario party only minus the dice roll things i have researched so I have been studying the uses for ...
1
vote
2answers
69 views

How to detect collision of a wall with grid movement?

I have this little game, where my player is moving around a simple level, using a grid based movement script (See code below). My problem is that I have tried to implement a 2D raycast, which has to ...
2
votes
1answer
132 views

Aligning pathfinding to the center of tiles?

I'm looking to achieve tile by tile movement in a project I'm working on. I employed the use of the asset Simply A* Path-finding to allow a unit to navigate the terrain. Since the tiles are ...
1
vote
1answer
108 views

How can I scale sprites and maintain visual quality?

I currently have an isometric grid. This grid contains tiles. Some of these tiles have 'tree' sprites sitting upon them. If I have my tree sprite loaded from a texture with a fixed resolution, when I ...
1
vote
1answer
40 views

Finding flexible patterns in a 2D grid

I'm stumped trying to create a matching algorithm for my game. I have a 2D grid like this for example: 0, 0, 0, 0, 0, 0 0, 1, 2, 2, 1, 0 0, 1, 1, 0, 0, 0 0, 0, 2, 0, 1, 0 0, 0, 0, 2, 1, 0 0, 0, ...
7
votes
3answers
585 views

Determine if a set of tiles on a grid forms an enclosed shape

Given a set of tiles on a grid, I want to determine: If the tiles make an enclosed figure If the tiles make an enclosed figure when you count the sides of the board as an edge of the figure If ...
0
votes
1answer
140 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 ...
0
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0answers
30 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 ...
2
votes
2answers
76 views

Creating LOS zones on a 2D grid for chase AI

I have a 2D grid, around 20x20, stored as an array. Each grid cell can contain an opaque object or not. I also already have an algorithm to calculate LOS between any two squares via Bresenham. I want ...
1
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0answers
38 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. ...
0
votes
2answers
60 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, ...
1
vote
3answers
89 views

Finding neighboring coordinates on offset tile map

I have a grid of hexagonal tiles. Every other row is slightly offset for visual reasons. Imagine a player touches any tile - I need to compare the coordinate of that tile, with any tile they touch ...
2
votes
2answers
94 views

How to find all the possible places to go on a grid?

Given the amount of steps you can take in a grid, how could I implement a way to get all the possible places a unit can go to, in a game like Advanced Wars? I have currently got A* path finding ...
0
votes
0answers
33 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 ...
1
vote
3answers
118 views

How Efficiently preform collision detection in NxN rectangle grid

i have simple level that constructed from NxN rectangle grid some of the rectangles are walls and some of them are the path the player allowed to move only on the path they are also rectangle from the ...
1
vote
3answers
561 views

How to calculate corner marks of a rotated rectangle?

I've got two elements, a 2D point and a rectangular area. The point represents the middle of that area. I also know the width and height of that area. And the area is tilted by 40° relative to the ...
1
vote
2answers
81 views

Simplify paths when a user builds

I am looking for some guidance on how to simplify my nodes on a path when a user builds on the fly. Imagine a path like this with a gap: Logically 3 nodes are required 2 connected one isolated. ...
1
vote
1answer
47 views

Implementation of finding an index in a 1D array for a triangular grid

Am using a while loop to find an index within a 1D array, is there an easier, less-time-consuming and/or mathmatical way to find the index? Consider the next grid: 4 o |\ | \ | ...
4
votes
4answers
238 views

Storing walls that are between tiles

I am writing isometric engine in c++. I decided to take a more realistic approach and make walls occupy space between two tiles, not a single whole tile, as shown in the picture below (just like in ...
1
vote
2answers
398 views

How can I highlight and move to adjacent tiles in an isometric grid?

I trying to create a turn-based strategy game where you move a game object from one tile of a grid to another tile near it. I have created the grid using sprites and game objects but can't sort out ...
3
votes
3answers
196 views

Is there algorithm for boxcasting or thickray casting?

I am not sure what the correct name is called but here is my problem: I have implemented a casting ray function that works as expected. However, because I am using a loose grid structure, (ie, objects ...
0
votes
1answer
62 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
3answers
97 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 ...
1
vote
1answer
87 views

Design question: best way to model and visualize a long grid of data [closed]

Perhaps some noob questions for a scientific application that you can assist with: I am trying to render a large, evenly spaced grid of data in 2D. The full data set dimensions could be anywhere from ...
5
votes
2answers
533 views

Get position of tile in tileset

How can I get the position of tile 14 (or any other) when only knowing the following: Tile ID: 14 Rows: 4 Columns: 7 The end result should be 2x4.
2
votes
4answers
323 views

Is moving entities between sectors of a grid spatial partitioning inefficient?

I'm using a grid system for spacial partitioning. If I have moving entities, will I have to reassign every entity to its correct section every frame? Surely this is inefficient. Have I got the wrong ...
5
votes
2answers
226 views

Inconsistent movement / line-of-sight around obstacles on a hexagonal grid

In a roguelike game I've been working on, one of my core design goals has been to allow the player to "Play the game, not the grid." In essence, I want the player's positioning to be tactical, ...
14
votes
5answers
1k views

Optimizing collision engine bottleneck

If this is your first time on this question, I suggest reading the pre-update part below first, then this part. Here's a synthesis of the problem, though: Basically, I have a collision detection ...
5
votes
3answers
702 views

A star pathfinding and discrete/smooth positions

The A* (A-star) algorithm usually represents a path on a grid. Once a path has been found, however, the path looks blocky and is not suited if you move your units with floating point datatypes. Here ...
8
votes
3answers
930 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 ...
-1
votes
1answer
359 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 ...
2
votes
1answer
477 views

what is the simplest way to get player selection system like checkers in unity 3d c#

like lets say the board is a top down grid like if your were in front of an actual checkers board i want to figure out how i would be able to select/deselect a piece then select/deselect a space on ...
5
votes
1answer
246 views

AI, Pathfinding - Searching Behavior

I'm developing a top-down 2D game mostly based off a tilemap/grid. The player will be able to build structures on this grid while other objects like vehicles will move around freely. I've been working ...
0
votes
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 ...
2
votes
2answers
152 views

AI and shapes in 2D Grid

I'm working on a grid- and turn-based strategy rpg. My problem is concerning finding best position for my AI to use a skill. But lets start at the beginning. My plan is to make each skill an action ...
0
votes
2answers
228 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
100 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, ...
5
votes
5answers
2k views

Technical differences between square and hexagon for a grid?

I'm developing a 2D city-building game and trying to decide on the type of grid. There will be vehicles, so the unit movement is important too. I know there are visual differences for using Squares ...
1
vote
1answer
112 views

Implementing movement on a grid

I have a simple snake game, where I have other NPC snakes on the field. How do I calculate the movement of those other snakes so that they did not hit walls, and each other? So far I have it like ...
0
votes
3answers
559 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
1answer
130 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 ...
1
vote
1answer
169 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 ...
52
votes
7answers
6k views

Can I prevent diagonal movement from exploring more of the map?

In a tile-grid where movement in any of 8 directions takes exactly the same amount of turns (chess-board style rules), can I prevent diagonal movement from showing more new tiles than orthogonal ...
0
votes
2answers
189 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 ...
3
votes
2answers
3k views

How can I snap a game object's position to a grid?

I'm making a game that involves "falling block" gameplay elements. The problem is, I'm not quite sure how to make it so that the blocks will snap to some kind of grid, in other words, I'm not sure how ...
6
votes
3answers
312 views

How can I calculate “All squares within R” in a natural looking manner?

I'm working with a square grid, and I have a couple of effects that target all squares within R; in other words, a circular (or spherical) effect. But, circles being, well, circular, and squares ...
0
votes
2answers
377 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. ...