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Questions tagged [algorithm]

Algorithms are used for calculation, data processing, and automated reasoning. More precisely, an algorithm is an effective method expressed as a finite list of well-defined instructions for calculating a function.

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Finding grid squares a set number of hops away while avoiding obstacle cells, without AStarGrid

I am simplifying my project for clarity: I am currently making a game which has a 2D grid and a player moving on it. At the start of the players turn they roll a 6-sided die and can move that many ...
K M's user avatar
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0 answers
51 views

How to optimize random path generation with checkpoints and collision detection

I'm looking for a way to generate a random path based on midi note onsets (timing points) for a simulation/game. I will briefly explain how it works for context: I'm working on a simulation type game ...
Ingmar's user avatar
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1 vote
2 answers
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A*, what to do about duplicate items in the min-heap, if anything?

I'm trying to implement A*. I'm storing the queue of nodes to visit in a min-heap, and I'm seeing the same node being added more than once to it (with different priority). Wikipedia's pseudocode ...
HolyBlackCat's user avatar
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1 answer
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What are some basic methods/algorithms for drawing wireframe shapes using Gizmos?

This is definitely a "doing for the sake of learning" question, so apologies in advance for that, but how would you go about using the Gizmos class to draw a basic wireframe shape? I'm ...
NJJ_002's user avatar
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2 votes
2 answers
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How would you intentionally create overlapping rooms with procedural generation?

It seems like every procedural dungeon generation tutorial focuses on how to avoid overlapping rooms, so how would one go about intentionally overlapping those rooms instead, possibly treating the ...
NJJ_002's user avatar
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2 answers
67 views

How should I implement a terrain raise/lower brush? [closed]

I am trying to make an terrain editor. The terrain is described by a grayscale height map. When I click at somewhere in the terrain map with the brush, the terrain should raise or lower about that ...
martinrhan's user avatar
1 vote
0 answers
58 views

Dynamically generating the layout of a skill tree

How would I go about automatically generating the layout of a skill tree? Skill tree nodes have at least one parent, but they can have more. Ideally I'd have a root node that recursively creates its ...
409's user avatar
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2 answers
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Using the boids algorithm for multidirectional boids

I have some difficulties with my basic collision system in croweded places as it is based on simple box to box or radius detection. Sometimes characters are stuck to something or stopped because there ...
philB's user avatar
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How to efficiently hash canonized structs

Say I have a canonized struct: { health: 100, items: ["apple", "knife"], name: "Bobby" } "Canonized" here means ...
Ibrahim's user avatar
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6 votes
4 answers
524 views

In a tile based game, with units that can move a specific amount per turn, how do i make my pathfinding avoid damage unless it is the only valid path?

i am making a 3d tactics game, visually similar to something like final fantasy tactics. it's tile based, with units able to move up and down the level onto buildings and up staircases and what have ...
graveyard's user avatar
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1 answer
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I'm trying to find a way to iterate through a list of game objects to find furthest object in the list. Then re iterate if path is blocked

I've got the first part of the code working. It iterates and does a check through the gameobjects to find the furthest nav point to hit. Then it calculates path to see if its valid or not. Now I'm ...
WestMansionHero's user avatar
2 votes
2 answers
208 views

Identify doorways to partition a collection of walls with gaps into rooms

I am looking for an algorithm that can find separate rooms inside a set of walls, by determining which openings should be considered doorways between adjacent rooms. All is defined on a grid. My main ...
Jamek's user avatar
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0 answers
72 views

Find the best attack position

I'm doing what this thread is doing except that it's not very satisfactory. What this does is finding the "closest" attacking position. But typically you want the attacker to attack from as ...
Weikai Wu's user avatar
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0 answers
19 views

Splitting regions across mountain ranges in 2D tile map partitioning, for a Civ5 mod

I'm trying to do a rewrite of Civ5's AssignStartingPlots.lua (Lua is the scripting language used by Civ5), and I'm comfortable writing it, but conceptually, just ...
Arcaeca's user avatar
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1 answer
99 views

Angry Birds style aiming (ballistic trajectory)

Could you please provide guidance on how to create the curved part? regard,
Saeed Asmani's user avatar
0 votes
2 answers
104 views

How to compute XP thresholds when scaling changes for each level range?

I am developing mobile game and I am stuck on an issue regarding proper player stats scaling based on level. As a parameters for the computation we have: base XP value multiple increment values (for ...
Jakub M's user avatar
1 vote
1 answer
110 views

How to properly split damage against armor?

I am developing a third-person shooting style game and I want to implement an armor system. The system that I have envisioned does not reduce the damage to 0, but by half. So the incoming damage is ...
Daniel Rudy's user avatar
0 votes
1 answer
53 views

Getting the scalar speed from an X and Y velocity [duplicate]

Given a Vector2(x,y) that represents an object's velocity, like so: ...
CAOakley's user avatar
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0 votes
0 answers
54 views

How to turn adjacent squares on a grid into larger rectangles? [duplicate]

I want to know what's the best way to combine individual squares on a grid (tilemap) into larger rectangles. I need this to simplify my physics collision detection/resolution, so that collision doesn'...
JorensM's user avatar
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1 vote
0 answers
42 views

How to quickly traverse bi-directional nodes without repetition?

I want to optimize a bidirectional node traversal algorithm. Because the node is bidirectional, it may cause an infinite loop. The current algorithm uses memory records. However, memory writing will ...
noodle_run's user avatar
0 votes
1 answer
135 views

Validate structure for a room escape game

In a game like a simple adventure or a room escape game, I would like to know if there are established algorithms to check for simple constraints on the layout. I would like some pointers so I could ...
john_smith's user avatar
2 votes
0 answers
55 views

Generate coastal line from water tiles

I have a 2D tiles map. Some tiles are water (black tiles on image). I can compute which tiles are coastal when it's 4 neighbors are not water (black dots on image). I would like to compute coastal ...
bux's user avatar
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0 votes
0 answers
158 views

Generating tris for concave polygon 2D

I have an arbitrary array of points that describe vertices of the polygon 2D, they ar in order. To generate plane mesh for that, I need to generate tris. For something like circle/hexagon/square it is ...
Kirikan's user avatar
1 vote
1 answer
131 views

Getting coordinates within a bezier space

I have created an object that is comprised of two bezier curves (constructed of an identical finite segments equal to a variable named resolution). The two curves ...
Magikarp's user avatar
0 votes
2 answers
401 views

How to get area of 2D shape bounded by vertical and horizontal line segments?

I am making a game similar to Volfied using Unity: The player outlines an area using straight lines, either horizontal or vertical. I am stuck at the algorithm to decompose the area into rectangles ...
nicklowkc's user avatar
4 votes
1 answer
491 views

Find a encircliement in Hexagonal grid (optimization issue)

I have a hex grid of 10000 cells (100x100). The player can grab a cell next to one of his cells (borders). If the player has formed a ring after placing a cell, I want to get a list of cells that ...
ArtemiZ Studio's user avatar
0 votes
1 answer
194 views

How can I simulate lamp flicker in a Unity shader?

I want a game object to keep its brightness (modulating mainColor, like mainColor * brightness) most of the time, but sometimes ...
OtakuFitness's user avatar
1 vote
2 answers
286 views

Why is my negamax algorithm returning negative infinity scores?

I'm currently in the process of writing my own chess engine in java and am having a little trouble with negamax. I've opted for negamax since its easier on the eyes and reduces the number of lines of ...
AF_'s user avatar
  • 11
1 vote
1 answer
372 views

Find possible paths in a grid

I want to make a simple maze with colour-coded cells: white denotes a blank space, black denotes a wall, green denotes source and red denotes destination. So, my idea was to write an array of ...
MAGS94's user avatar
  • 157
2 votes
0 answers
356 views

How can I add fake erosion in my infinite terrain generation?

I'm making a game where the terrain is infinite and procedurally generated. I'm using Perlin noise with octaves to make the terrain shape. I would like to implement some sort of erosion to make the ...
Vincent's user avatar
  • 73
0 votes
1 answer
270 views

How do you resolve continuous collision in a multi body system?

I've been trying to figure this out for weeks but every resource only provides answers for a single body. As far as I can tell for a single body you Find the time of impact Step up to that time ...
gjh33's user avatar
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0 votes
1 answer
37 views

Make linear parameter change seem chaotic

I'm trying to solve a challenge with linearity of my animation. Let say we have a Tug of war mechanic. One team is much stronger and it moves line from point A(0) to point B(10) with a speed of 1 unit ...
Ardoos's user avatar
  • 29
1 vote
4 answers
216 views

How to increase difficulty of a catching game

I'm developing a game where products fall from the sky, and you need to catch them. A bomb also falls, and if you catch it, you die. I have 3 different products with 3 different scores. I want the ...
Diego Alcu's user avatar
0 votes
1 answer
202 views

Implementing a bot to find the player in a grid

I have a 2d array with ground represented by 0s and the walls represented by 1s. Player can use a LOOK command or a MOVE command. Look command returns a 5x5 array centered around the player and the ...
mathsymaths's user avatar
0 votes
0 answers
354 views

How to implement Glicko-2 rating system in a scalable way?

I have a multiplayer game that, similar to chess, will have a win/tie/lose outcome in a 1v1 setting. I've been looking at Elo versus Glicko & Glicko-2 and it seems Glicko-2 might be a good one to ...
K2xL's user avatar
  • 111
1 vote
1 answer
133 views

Randomly distribute damage among allies

Let's say I have regiments of varying sizes, 500, 1000, 4000 troops. I want to distribute 1000 troops worth of losses to them so that in aggregate they lose 1000 troops. I want to do it as a ...
Harry's user avatar
  • 167
0 votes
2 answers
253 views

Numbering sprites in a sprite sheet left-to-right, top-to-bottom

I'm using this program called Quadtastic which is a sprite sheet management tool that lets you define quads on a sprite sheet, name them, etc, and export to metadata with those names (+ position, size,...
Garflington's user avatar
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0 votes
0 answers
49 views

Wheel position on surface

I have a bicycle with suspension and need to find the contact point of the wheel on the "road". If the front fork was pointing straight down, it would be as easy as doing a raycast down the ...
Charl Cillie's user avatar
0 votes
1 answer
187 views

Scaling Weighted Loot Table

I'm working on an astroid mining game where there's the player controlled ship that can split astroids into smaller ore chunks to then collect and bring back to a base station for processing. I'd like ...
andrewwx10's user avatar
1 vote
0 answers
39 views

How to limit the character movements to a delimited area

Consider the below images get from the Final Fantasy VII and Alone In The Dark games: I assume that the above scenes are composed by a set of layers composing the background image (allowing thus the ...
Jean-Milost Reymond's user avatar
0 votes
0 answers
33 views

Merging smaller boxes into larger boxes in a 2D grid [duplicate]

Imagine a 2D Grid of boxes, each box is a square, like a chessboard. Each box can be marked or unmarked depending on player actions. I want to find an algorithm that groups marked boxes neighbouring ...
Allahjane's user avatar
  • 719
2 votes
1 answer
404 views

Movement system for thousands of entities

I want to implement a movement system for armies of multiple thousand units. However, I struggle to get the movement "stable" when there are more than a few hundred units. The problem: When ...
Gileos's user avatar
  • 23
-1 votes
1 answer
37 views

Calculate index of bottom left block on a mxn grid

I am working on a board game that requires me to color the bottom left corner of the board with random number of rows and columns a different color from the other blocks. Given an m x n grid, how do I ...
Eliot Kim's user avatar
0 votes
1 answer
38 views

Algorithm to get all the blocks to the top and right of the current chosen cell in Chomp game

If I have a grid of 4x4, I want to get all the blocks/buttons in java that are to the right and top of the chosen block, how would I write an algorithm for it? For instance if the user picks the block ...
Eliot Kim's user avatar
0 votes
1 answer
174 views

Trying to generate a Tile labyrinth in Unity

So I have a generator code that renderes a TileMap on the scene, but It keeps creating a sollid block of walls Where I want it to have empty cells(This is not the final algorythm(Recursive ...
koogel's user avatar
  • 79
9 votes
3 answers
2k views

Maintaining unit formation while following path

I'm currently working on a 2D Age of Empires style RTS game. Here's my problem: I'm currently using the A* algorithm (via Path finding package) to move my units. When you select a "group" of ...
GauthierBee's user avatar
0 votes
0 answers
108 views

How to quickly calculate the number of tiles between buildings in a tile system

my friend and I are currently working on a city builder game like Anno/Cities Skylines but with some own ideas and tweaks. (of course, on a much smaller scale) Currently, we are struggling a bit with ...
Bizes's user avatar
  • 1
1 vote
1 answer
162 views

Determine if a triangle is on the screen

I am working on a small software renderer, and I want to discard invisible triangles from the drawing process. Let's say I have a screen with resolution of 200x100 pixels. The triangle is defined with ...
Netherwire's user avatar
1 vote
1 answer
622 views

Find closest open space in grid of rectangles?

I'm making a builder game where you snap arbitrarily sized rectangles into a 2D grid. I want the player to be able to drag and drop these rectangles anywhere on the grid, but prevent collisions (i.e., ...
Andrew's user avatar
  • 13
1 vote
1 answer
81 views

Detect if a chain of tiles form an enclosed shape/contour [duplicate]

I'm looking to determine if in a tilemap if a set of tiles of same color in a chain (either right next to cardinally, or diagonal) is forming a closed shape and to detect the tiles inside the said ...
Mustafa Ahmed's user avatar

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