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2
votes
1answer
96 views

Dual marching squares/cubes - divide or do not divide a node?

In the marching squares/cubes algorithm, how is it decided if a node in the quadtree/octree will be divided further (into 2^dimension nodes)? I read about this heuristic that uses a trilinear ...
2
votes
0answers
171 views

Pathfinding with portals? [closed]

I'm not making a game with portals in it (one way or bidirectional). These portals instantly teleport characters from one location to another. How would I implement pathfinding? Here's an animation ...
5
votes
3answers
1k views

In A star, how does the heuristic help determine your path?

Say you're using a 4 by 5 grid. The G cost for horizontal and vertical movement is 10, and the G cost for diagonal movement is 14. On this page: ...
7
votes
4answers
207 views

Measuring enemy “success” against player

I've been toying with an idea for a game prototype where the player must defend against waves of enemies, but between each wave the enemies "evolve" to better combat whatever tactics the player is ...
15
votes
2answers
2k views

Bezier curve arc length

How can I find the distance traveled by a Bezier curve? For example, the distance traveled by a Linear Bezier Curve is: distance = sqrt(pow(x[1] - x[0], 2) + pow(y[1] - y[0], 2)); But what about ...