5

It looks like all these gestures only care about which points you hit around the outside of the stick's range, and the order you hit them in, so we can take a very simplified approach. Let's label each sector in the outer ring with a letter: Each time the stick lands in a new one of these sectors, we'll add that letter to a string. We won't repeat a letter ...


3

Bit of a history lesson... I'll give you some ideas of how this would have worked in general. Bear in mind that in those years there weren't really canonical ways of developing games - it tended to be a one or two person endeavour that depended entirely on the ingenuity of the programmers involved. They didn't have access to the internet or, typically, to ...


1

"Algorithm efficiency" is a very broad expression. If I understand correctly, you want an heuristic to predict the path of enemy AI's so they can trap the player. There are multiple ways to handle this and the best solution also depends on the victory condition. Does the player has an objective to go somewhere in the map, or is he just trying to survive ...


1

Conventional auto-tiling strategies aim to simplify the selection of individual tiles where two different terrain types adjoin, using rules that are local and deterministic: Local: only the tiles/edges/corners immediately adjacent to the one being selected can affect the decision, so the features it controls are small and don't have much internal structure. ...


1

You do it backwards. You need a transformation that maps from the original image to the cuadrilateral. Well, actually, you need the inverse. In particular, you want a transformation matrix such that you multiply a position from the target canvas and it gives you a position in the original image. To derive that matrix, you define that image_position = M * ...


1

Basically what you are doing can (but does not necessarily have to) be described as a scheduling problem from the field of optimization/operations research. You can define the scheduling task as an mathematical optimization problem and than use a solver (= a software for solving optimization problems) to get many feasible solutions. Of course there might ...


Only top voted, non community-wiki answers of a minimum length are eligible