I had a problem with the build of a TD. I got a slow - non efficient search for towers find targets to shoot. PD: enemies got all the active & non-active enemies (death and alive) ->Im using ...
I'm creating a sprite and animation editor like this one. I'm having performance issues with my flood-fill algorithm. Basically, I open an image with the different modules that are part of a frame of ...
I asked this question some time ago. Now I ended up with just a sorter method that will sort the items based on their bulkiness/nSlotsRequired. Here's what I'm doing: I store all the items I have in ...
I need to render a "tile" game, which are like these: or or I don't know how to render them in correct order. I intend to perform a sorting operator before every rendering (depending on their ...
I'm developing a portal-based scene manager. Basically all it does is to check the portals against the camera frustum, and render their associated portal zones accordingly. Is there any way my editor ...
Thanks in advance for wanting to help. I have an array of (right now) ~1000 enemies that I need to update every frame. The issue, I believe, is mainly brute-force checks. I've profiled my ...
I implemented several approaches such as A* and Potential fields for my tower defense game. But I want smooth paths, first I tried to find path on very small grid ( 5x5 pixels per tile) but it is ...
I've got a bunch of objects of varying size and velocity which gravitate towards each other. On every update, I have to go over every object and add up the forces due to gravity of every other object. ...
Imagine we have a wizard that knows a few spells. Each spell has 3 attributes: Damage, cool down time, and a cast time. Pretty standard RPG stuff. Cooldown time: the amount of time (t) it takes ...