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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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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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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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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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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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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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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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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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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 ...
Runfeng Yu's user avatar
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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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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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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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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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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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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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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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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
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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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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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Say I have a canonized struct: { health: 100, items: ["apple", "knife"], name: "Bobby" } "Canonized" here means ...
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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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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
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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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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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Could you please provide guidance on how to create the curved part? regard,
Saeed Asmani's user avatar
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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
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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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Given a Vector2(x,y) that represents an object's velocity, like so: ...
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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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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
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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
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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 ...
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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
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1 answer
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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
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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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4 votes
1 answer
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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
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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
347 views

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 ...
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1 answer
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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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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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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 ...
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1 answer
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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 ...
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1 vote
4 answers
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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
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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 ...
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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 ...
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1 vote
1 answer
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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
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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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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
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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 ...
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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 ...
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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 ...
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