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Mar
19
comment Rogue Door Connection logic
Are you required to only make one connection from any door to any other door? If not, you could have two doors connect to a third door, but the third door only goes to one of the others. In other words, can you have doors A and B both go to door C, and door C only go to door A? This would allow you to follow @Alexandre Vaillancourt 's answer and still deal with an odd number of doors.
Feb
5
comment How can I “grow” regions representing countries in a 2D grid?
This looks good, but can you expand on what Map.UnoccupiedCellInVicinityOf() does? I'd guess it picks a nearby cell near the Country that's passed in, but how does it determine what is "in the vicinity of"?
Oct
17
awarded  Quorum
Oct
17
awarded  Critic
Oct
17
comment How to divide hex grid evenly among n players?
I would edit my comment above, but it is too late. "I do not see a way in your algorithm". though you do mention the concept in later text.
Oct
17
comment How to divide hex grid evenly among n players?
The question asks to have "no more than four adjacent cells", yet for each user to have an expected portion of the map. This, to me, implies e is going for something more akin to how Risk games randomly apportion the map out for all of the players. Your answer divides the map into "maximally-sized 'home territories'". True, your algorithm stops when the expected territory size limit is reached, but I do not see a way for that player to get new "islands", though you do mention it in later text.
Oct
17
comment How to divide hex grid evenly among n players?
While you provide excellent documentation and pseudocode for your algorithm, I am not sure this matches what the questioner asks about. The question mentions 'biggest "chunks" cannot be more than four cells each', whereas your algorithm creates as large a connected group as possible.
Oct
2
comment Is my calculation of chances correct for my AI?
From what I read, @Krumelur , you are basically asking "If something should happen 60% of the time, is generating a float between 0 and 1.0 and checking whether it is 0.6 or less a valid way of checking whether it happened?" Is that a correct interpretation of what you are asking?
Sep
17
comment Fair spawning of players on a 2D grid
Will Player 1 have some time to do any game-related actions before Player 2 is added to the game? Will Player 1 be able to see where e is before Player 2 is added to the game?
Aug
6
comment Trouble figuring out some attack/defense formulas. What should I change?
On the other hand, just because the system might be white-box doesn't imply that there can't be some random factor in the calculations.
Aug
6
revised Procedural Dungeon Generation: Is there a simple algorithm to make sure all of these rooms get connected using minimal corridors?
Modified "too many corridors" based of OP's comments
Aug
6
suggested approved edit on Procedural Dungeon Generation: Is there a simple algorithm to make sure all of these rooms get connected using minimal corridors?
Aug
6
comment Procedural Dungeon Generation: Is there a simple algorithm to make sure all of these rooms get connected using minimal corridors?
I don't think 3 or 4 is "too many corridors". Especially if you have 9 rooms in your dungeon. Plus, I'm not sure what you mean by "hive-like structure", could you elaborate on what look you're trying to go for?
Jul
6
awarded  Yearling
Jul
5
revised 2D and 3D Perlin Noise Terrain Generation
formatted to display code as <code?
Jul
5
comment 2D and 3D Perlin Noise Terrain Generation
Greetings, user, and welcome to the GameDev stack. You say your code is not producing output you like. Can you show us the output you're getting, and indicate why/where it's not matching up with your expectations?
Jul
5
suggested approved edit on 2D and 3D Perlin Noise Terrain Generation
Jun
18
awarded  Constituent
Jun
13
revised Imperfect pong AI
Added "ai" tag and corrected typo (IA -> AI)
Jun
13
suggested approved edit on Imperfect pong AI