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.
1,167 questions
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Is an assumption of Welzl’s algorithm valid?
The stated assertion that a point outside some intermediate Minimum Enclosing Sphere is on the boundary of the final Minimum Enclosing Sphere seems unsupportable. It is true only for the first point ...
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How would I find the best set of letters for my word game?
I'm making a game where players need to spell English words (including American and British English) using a limited set of 8 distinct letters, which can be re-used multiple times.
How would I go ...
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Train simulator - approach to cars movement
I'm prototyping a train simulator and running into design issues with physics and train car movement. The scope is similar to games like Run8, SimRail, or Derail Valley.
Requirements:
Realistic train ...
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How to calculate the border hexagons in a grid with blocking elements?
I have a hexagon grid with cubic coordinates. I want to calculate clockwise all border hexagons for a given movement range. At the moment, I am iterating every neighbor that is not in the range and is ...
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Coding a customizable JRPG random action system in Godot 4? [duplicate]
I'm making an open source turn based JRPG in Godot 4.3, I want any programmer to be able to very easily create new enemies with different behaviors by simply customizing export variables in the editor,...
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How to make a digger-like procedurally generated maze that can be queried at coordinates without having to generate?
I would like to procedurally-generate ant farm-style layouts on a grid: long horizontal spaces connected by short vertical spaces. Also similar to cave systems formed by water erosion.
Every tile in ...
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Is using values from a cryptographic hash function for Perlin/Simplex noise innapropriate?
The permutation maps are usually the numbers from 0 to 255 arranged in a random order. If I were to use a cryptographic hash function to convert a string, and then use the result's individual integers ...
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Strategies for making NPCs respond to player queries based on the NPC's knowledge or activity
I'm developing a finite state machine AI where some interaction with the NPC can be made through a popup window with some choices. The image below shows how it looks:
The player (on the right in this ...
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How to optimally transfer between nodes when each connection can only handle a certain number of things at a time?
Let's begin with a picture:
I am currently making a turn-based strategy game set in space where you can settle colonies and have to transfer minerals from the colonies ("foo", "bar&...
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Octree Query - Frustum Search and Recursive Vector Inserts
Brief
I have spent probably the last year thinking about implementing an Octree data structure into my C++ game engine project for scene management and frustum culling of lights and meshes. Right now ...
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Improving local collision avoidance to navigate around large obstacles
For my collision system I’m using a boids-like method that works fine for "small" obstacles (like other characters) where the character can turn slightly left or right to avoid the obstacle ...
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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 ...
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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 ...
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How can I quantify a drawn line's straightness?
I'm working on a game which requires players to draw a line from a point A(x1,y1) to the other point B(x2,y2) on the screen of an Android device.
I want to find how well that drawing fits to a ...
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How can the A* algorithm revisit the same node twice in multi-agent pathfinding(MAPF)?
I am attempting to solve a MAPF-like problem using the Conflict-Based Search (CBS) algorithm. My specific problem is based on a grid graph where some edges are not connected.
For example, in the ...
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How does HPA*(Hierarchical Pathfinding A*) really work?
I'm currently researching, for a summary paper, the different variants of A* search algorithm and how they are used in games.
I stumbled across the name HPA*. I've heard that it's much faster than ...
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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 ...
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Texture packing algorithm
What is a good texture packing algorithm? Technically, bin packing is NP-hard, so a heuristic is what I'm really after.
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How to calculate player damage in a game
I'm developing an RPG and I want to do the damage calculation in my game.
I have for example the following situation:
Player 1 Stats:
...
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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 ...
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Procedural... house with rooms generator
I've been looking at some algorithms and articles about procedurally generating a dungeon. The problem is, I'm trying to generate a house with rooms, and they don't seem to fit my requirements.
For ...
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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 ...
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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 ...
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How does A* pathfinding work?
I would like to understand on a fundamental level the way in which A* pathfinding works. Any code or psuedo-code implementations as well as visualizations would be helpful.
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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Angry Birds style aiming (ballistic trajectory)
Could you please provide guidance on how to create the curved part?
regard,
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Efficiently pathfinding many flocking enemies around obstacles
I'm working on trying to improve the pathfinding for my game's enemies. Right now, they basically just constantly move towards the player's exact position by calculating the angle between themselves ...
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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 ...
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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 ...
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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 ...
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In Unity, how can I render borders of provinces from a colored province map in a grand strategy game?
I am kind of a beginner of Unity and I am trying do work on a grand strategy game. I already have a province map, colored by unique rgba for each province, looks like something below:
I know that the ...
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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 ...
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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 ...
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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 ...
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How can I make A* finish faster when the destination is impassable?
I am making a simple tile-based 2D game, which uses the A* ("A star") pathfinding algorithm. I've got all working right, but I have a performance problem with the search. Simply put, when I click an ...
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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'...
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How do Raymarch shaders work?
I have been looking at shaders found here shadertoy.com and most of the cool ones have noise and raymarch in common. I do not understand the source code at all but I really want to. How do these ...
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Getting the scalar speed from an X and Y velocity [duplicate]
Given a Vector2(x,y) that represents an object's velocity, like so:
...
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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 ...
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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 ...
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What path finding algorithms are there? [closed]
I'd like to read up on path finding algorithms. Is there a primer available or any material or tutorials on the Internet that would be a good start for me?
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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 ...
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How can I morph between images in real time?
So, I need to be able to make a picture slowly transition into another picture, not as a transparency fade, but as a morph.
And I need that in real time.
More on "morphs":
When you outline ...
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How can I create a six sided tillable perlin noise image?
I'm attempting to create a tillable hex shaped terrain map using c++.
As part of the process I'd like to use perlin noise, but it seems that in order to make it tillable I'll need to generate it 5 ...