0
votes
2answers
71 views

Quick algorithm to identify undrawn rectangles inside a map

I already have a working algorithm for this but it's home-made and there is some redundancy in the things it checks, so I'm looking for a fast algorithm (or the name of it) that would detect undrawn ...
1
vote
1answer
141 views

How to represent a map in a top-down perspective game with low algorithm complexity?

This is the first time I develop a video-game, and I am kind of lost. I would like to know about ways on representing 2D maps on a top-down perspective game... (Like this one: ...
1
vote
1answer
197 views

Scanning a 2D tile map and detecting regions?

I have access to all points/tiles on the map with top-right most point being (0,0). Simplest way to traverse the map would be using for loops, one nested within the other to traverse the x axis, and ...
1
vote
2answers
185 views

How to find a free patch of area in a tiled map?

I've been trying to formulate the question and try to find some information on Google, but didn't managed to, so here it is... We've got a nice tropic-themed game that is about to be released soon, ...
11
votes
3answers
320 views

How to divide hex grid evenly among n players?

I'm making a simple hex-based game, and I want the map to be divided evenly among the players. The map is created randomly, and I want the players to have about equal amount of cells, with relatively ...
3
votes
1answer
227 views

Placing nodes in a graph in a random but readable way

I'd like to create a simple map from vertices and lines - you know, like a usual graph. A tree, to be precise. To select the location of the next point that comes from one, I use a simple ...
2
votes
2answers
125 views

How should I provide a navigation system for a world with infinite space?

The world is generated by perlin noise chunks and will only be saved once that chunk has been generated. It will also not necessarily have one obvious (to the user) central point anywhere in the ...
4
votes
1answer
418 views

Help understanding Simplex Noise

Introduction This is less of a "how to" on using 2D simplex noise and more of a quest to understand what is happening both in the math and visually. I would rather not copy and paste the code I've ...
13
votes
2answers
811 views

Partially observable game map — is A* appropriate?

I know very little about game development and I'm trying to wrap my head around pathfinding algorithms. Consider this setup: an agent is on a 2D map and must find the shortest path to a globally know ...
7
votes
2answers
329 views

Algorithm to select all cells inside rooms/regions

I have a 2d game map consisting of several 'rooms' For example, here is a 2D map grid: (Brown cells = wall tiles) If I click on a tile (that isn't brown), I would like to obtain an array of all ...
2
votes
1answer
545 views

2D/Isometric map algorithm

First of all, I don't have much experience on game development but I do have experience on development. I do know how to make a map, but I don't know if my solution is a normal or a hacky solution. I ...
7
votes
3answers
3k views

isometric drawing order with larger than single tile images - drawing order algorithm?

I have an isometric map over which I place various images. Most images will fit over a single tile, but some images are slightly larger. For example, I have a bed of size 2x3 tiles. This creates a ...
6
votes
1answer
727 views

How do I generate a smooth random horizontal 2D tunnel? [duplicate]

I'd like to create a smoother version of the navigable and quite natural-looking random tunnel found in this classic helicopter game. It should ideally be... infinite, so more can be generated as ...
8
votes
3answers
3k views

Road / river generation on 2d grid map

This is a newbie question, but here it goes: My map is a 2d grid, and I want to generate roads and rivers. The route from the starting to ending point must not be the optimal route in number of ...
9
votes
5answers
632 views

Increasing the probability for similar tiles to generate next to each other

I'm working on a tile map system, which insofar looks like this (green is grass, air is white, stone is grey, and blue is water): It uses a simple random number generator so that there's a 45% ...
27
votes
4answers
2k views

Is there an algorithm to detect the “mainland” on a 2D map?

On this map, the "mainland" is all the land that can be connected to the center of the map in the four cardinal directions (north, south, east, west -- not diagonally). I would like to detect the ...
5
votes
1answer
3k views

Generate islands/continents with simplex noise

Managed to get something like this using a simplexnoise port i made from the original javacode to php: Used some tips from other post: Understanding Perlin Noise basically, lowered the frequency ...
2
votes
1answer
507 views

Help me to fine tune my diamond-square algorithm

Check this map i generated: I seeded a sine wave to act as a mountain range. The lower portion of the sine wave looks fine, but the upper side is thin, the algorithm did not do its magic there ...
5
votes
2answers
584 views

How could I improve this random map?

following my previous post on random world map generation, I used several algorithms and obtained results similar to this: http://i.imgur.com/CKL2R.png (the height values are quantisied for viewing ...
15
votes
3answers
15k views

How can I create a random “world” in a tile engine?

I am designing a game that is working on a classic tile engine, but whose world is generated randomly. Are there existing games or algorithms that do this? The procedural generation algorithms I have ...
2
votes
5answers
539 views

How to model irregular boundary of a 2D map in Game?

I am creating a map in a game, the map contains different countries, my question: Q. How to model the irregular boundary of each countries? How to do quick country searching if I click on the map ...
4
votes
2answers
2k views

Control diamond square algorithm to generate islands/pangea

I generated a height map with the diamond square algorithm. The thing is i do not manage to create islands, this is, restrict the height other than water level range to a certain value in the center ...