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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...