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0
votes
0answers
35 views

Speeding up Recursive Quad-Tree iteration

I've got a problem in regards of runtime speed in XNA. I've built up a Quad-Tree where each node stores the 3 positions of a triangle, which forms a Icosahedron and its subdivided triangles. My aim is ...
10
votes
2answers
409 views

How to determine if a 3D voxel-based room is sealed, efficiently

I've been having some issues with efficiently determining if large rooms are sealed in a voxel-based 3D rooms. I'm at a point where I have tried my hardest to solve the problem without asking for ...
2
votes
1answer
140 views

Pathfinding results in false path costs that are too high

I'm trying to implement pathfinding in a game I'm programming using this method. I'm implementing it with recursion but some of the values after the immediate circle of tiles around the player are ...
3
votes
1answer
736 views

Implement Negascout Algorithm with stack

I'm not familiar with how these stack exchange accounts work so if this is double posting I apologize. I asked the same thing on stackoverflow. I have added an AI routine to a game I am working on ...
3
votes
2answers
383 views

Tessellating/Subdividing a quad

I am creating a quad that starts as a single quad, then divides itself multiple times (from 1 -> 4 -> 16 -> 64 -> 256 etc) but I have encounted an issue. When I get to 64 sub divisions only 16 quads ...
12
votes
4answers
3k views

How can I implement voxel-based lighting with occlusion in a Minecraft-style game?

I am using C# and XNA. My current algorithm for lighting is a recursive method. However, it is expensive, to the point where one 8x128x8 chunk calculated every 5 seconds. Are there other lighting ...
4
votes
1answer
720 views

Issue with implemented Minesweeper algorithm

So I'm attempting to learn Python by way of Minesweeper. I've got experience with SDL, so I figured playing around with PyGame sounded like a fun way to learn the syntax of the language. Anywho, I'm ...