I'm writing a Shogi program with a computer player in Java from scratch as my undergradute dissertation project. Due to the drop rule, when the computer player captures a few pieces, the branching ...
For an assignment, I am required to implement an A* algorithm in order to find the shortest path between two object using different heuristics null, this effectively becomes Dijkstra Euclidean ...
I'm currenlty working on an assignment and would appreciate any sort of help on the following implementation The question follows We are tasked to implement some heuristics but one of them is ...
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 ...
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 ...
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: ...
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 ...
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 - x, 2) + pow(y - y, 2)); But what about ...