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Questions tagged [graph]

A graph is a data structure for a set of objects where some pairs of the objects are connected by links.

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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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How to make a shader graph shader display through walls while keeping the existing texture in unity. I also only want to use shader graph only nothing else. Example: https://hyunkell.com/blogfiles/...
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Let's suppose we're rendering a scene using Vulkan with objects with many different materials that are built using nodes. Within a graphics pipeline, there can be only fixed shader code, so I'll have ...
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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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Given is a set of objects at rest that are in contact with each other, external forces that are applied to them and static friction forces (forces that counteract an applied forces up to a maximum ...
Sascha Minor's user avatar
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So I am working on an AI for my game using GOAP. I've been researching it for the past few days and while implementing it on my own I've ran into a problem. Here is a diagram of what I am doing. The ...
London Bowen's user avatar
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I am using Unity Universal Render Pipeline and shader graphs in my game. Does anybody know how I would go about setting up a shader graph that adds a black gradient drop shadow/border with the game ...
Mitchell's user avatar
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Once you add several GraphNode instances to GraphEdit they get some unusual ID strings surrounded with ...
adius's user avatar
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I have a c# unity game (using quikGraph, but I don't believe it fits my needs here). I'm adding wires which connect power sources to power destinations. All devices and wires will be nodes in a graph. ...
pixelpax's user avatar
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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 ...
Ixion Chowdhury's user avatar
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I am at the beginning of the creation of a space 4x and first of all i need to generate a galaxy of stars linked by connecting lines that changes in each new game, I'll add a few pictures to show what ...
venom007's user avatar
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I want to generate a mesh for the entire road network(later I'll probably want to split it into chunks but for now this will do). My road network is stored as a ...
Barak's user avatar
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I'm using Unity 2019.2.17 personal, and I imported the shader graph package and created a pbr shader graph. I get a warning: the render pipeline is not compatible with the master node. I assume it ...
Millard's user avatar
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6 answers
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I have a grid of tiles of a known finite size that forms a map. Some of the tiles inside the map are put into a set known as a territory. This territory is connected, but nothing is known about its ...
ScienceSnake's user avatar
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I am looking at implementing the Theta* algorithm in a 2D NavMesh. I have A* working, and I need to add a line of sight check to turn it into Theta*, this seems relatively easy in a uniform grid but a ...
Andrew Woods's user avatar
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So, as has been done many times before, I am designing an AI that can play Snake as effectively as possible. It didn't take me long to find this extremely useful thread here: How to find a safe path ...
Polyrogue's user avatar
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I am creating a 2d multiplayer RTS game which happens inside a maze. I have used Growing Tree algorithm to randomly generate the maze. I thought that the maze would be fair for each team as long as ...
Mahdad Baghani's user avatar
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Intro: I want to convert a Voronoi Graph made with this awesome library by jceipek on GitHub into something I can work on. So far so good, this user provides with a demo to start with and shows how ...
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How to find the points where it is most extreme on the X and Y axis? For example lets say I have an equation that describes an ellipse that is rotated: ...
mdshirzada's user avatar
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We are building a game , where a group of humans(AI agents) have to wander seperatly throughout the forest looking for a collectable item. The forest is represented as a 2d graph with the item ...
Raed Tabani's user avatar
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I'm working on a custom shader using Unity 2018's new shader graph feature. Previously, I was using this shader, which worked great for awhile, but it ended up constantly breaking for seemingly no ...
Anthony's user avatar
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Most attempts at procedurally generating dungeons I have stumbled upon do space out areas that will be rooms and connect them will corridors and hallways but what about instances where you have a ...
Christian Ivicevic's user avatar
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837 views

The Problem I've been attempting to create some procedurally generated paths for a while now, but I've reached a problem when it comes to generating the intersections of the paths. The paths are ...
Daniel Holst's user avatar
3 votes
2 answers
368 views

I'm creating a game where every user has a network of connected nodes that each have a specific amount of energy. The nodes will try to distribute energy evenly amongst themselves. If a node has more ...
Willem Mulder's user avatar
4 votes
1 answer
292 views

Do you have any idea how to extract graph data from this type of procedurally generated level? Well, actually we need to analyze only top level (gray). Background (black) does not matter. What I am ...
Epsiloncool's user avatar
2 votes
1 answer
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I've coded up a little grid based dungeon game. Everything working quite nicely in a Tile[,]. The AI uses basic GOAP for tasks and A* for moving around. Tile reachability is done using a floodfill. ...
Kevin Toet's user avatar
1 vote
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like the title says, I'm trying to create a grid of nodes that hold edges or connections to each other so I can perform A* algorithm to have objects traverse across them as seen in your standard RTS. ...
bazz_boyy's user avatar
4 votes
1 answer
102 views

We have a 3d model. There is a simple path on that model's surface graph G of the form: ...
AturSams's user avatar
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2 votes
1 answer
453 views

Using C# in Unity, I have recently implemented an algorithm that determines during run-time the visibility graph of a given scene in my game project (visibility between corners of obstacles). Now I am ...
MAnd's user avatar
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I am trying to find the best and scale my cost function for my algorithm. I am following amit blog which explain that (http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html#manhattan-...
Snoopyjackson's user avatar
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785 views

This is just a toy experiment. I laid out a graph in 2d space, so that every node has x and y coordinates. I'm considering ...
Anvaka's user avatar
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3 answers
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I have implemented A* to reach a goal state from a start state. My state is position X,Y, angle and others state variable. I have a number of actions. What I call actions is : A* on a grid has 4/8 ...
Snoopyjackson's user avatar
3 votes
1 answer
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I am struggling with implementing continuous path-finding trough visibility graphs. Notice, I know that grids can be used even when movement is not trough grids (e.g. Theta*). But for my current needs,...
MAnd's user avatar
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In my project I have simple scene graph to render whole scene and Bullet physics SDK to provide physics simulation. Each rendered object is represented as scene node. Camera always has target and ...
Andrej's user avatar
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9 votes
2 answers
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I want to draw a 2d polygon map based on data provided by another source to ease analysing actions on the map. The data has the following format: ...
maggie's user avatar
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6 votes
4 answers
262 views

Got a procedurally generated world. It's succinctly described as an undirected acyclic graph where vertices are junctions and edges weights/length note the amount of time/effort guesstimated to be ...
AturSams's user avatar
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1 vote
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Im having a few issues trying to figure out what the best data structure to use for storing bubbles on the grid, and how to connect new bubbles to the grid when a moving ball collides with a ball on ...
iNFiNiTY's user avatar
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I'm pretty new to working with graphs but I'm looking at using them to create the world map for our game (a text mud with rooms/nodes and paths/edges between rooms). There are a number of interesting ...
georgek's user avatar
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So I'm trying to getting to grips with using Scene graphs and nodes in my code (game coding in C++) and I think I understand the basics of them and how they are used (and I can definitely see the ...
unknownSPY's user avatar
2 votes
1 answer
388 views

I have written a Delaunay Graph script that given a set of points (voronoi cell/region) will generate the Delaunay triangles with their edges. Considering that the Voronoi diagram is complimentary to ...
Zack Brown's user avatar
7 votes
3 answers
2k views

I would like to know how to find path in a graph while having the edges "double-sided". Consider this scenario: I have list of the line segments. These represents "walls" or rather impassable edges (...
SmartK8's user avatar
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52 votes
7 answers
37k views

From what I've seen almost all things use coordinates where (0, 0) is at the top left and the positive Y-axis goes in the downwards direction of your screen. Why is it like this? Why not the ...
user3387566's user avatar
2 votes
1 answer
716 views

I'm new to game development, but I'm trying to figure out a good algorithm for positioning rectangles (of any width and height) in a given surface area, and connecting them with any variation of lines....
JustBeingHelpful's user avatar
1 vote
1 answer
163 views

I'm reading a book about AI - Path planning and path smoothing. Yet this book is using c++ code. And i'm coding in c# with the XNA framework. I have a path smoothing working, yet the book says it can ...
Baklap4's user avatar
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1 answer
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I can't find a nice way to do path smoothing while i'm following a path. I have tried this piece of code but aparently it doesn't work as suspected. The idea of how it should work is: Edge 1 (the ...
Baklap4's user avatar
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1 vote
1 answer
286 views

I've made an electronic circuit board simulator which has simply 3 types of tiles: wires, power sources, and inverters. Wires connect to anything they touch, other than the sides of inverters; ...
AJ Weeks's user avatar
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4 votes
2 answers
456 views

I have made an application which allows the user to place down wires, power sources, and inverters on a virtual circuit board. All connections between tiles are automatic, as shown here: As you can ...
AJ Weeks's user avatar
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10 votes
3 answers
7k views

Given a set of tiles on a grid, I want to determine: If the tiles make an enclosed figure If the tiles make an enclosed figure when you count the sides of the board as an edge of the figure If either ...
WendiKidd's user avatar
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2 votes
2 answers
376 views

In order to improve the performance of my visibility graph generator I am trying to figure out the following. Given the image below; is there a way to find out if a point is 'behind' the polygon? For ...
SaphuA's user avatar
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How can I check if two lines (created with function love.graphics.line) are crossing themselves? I may use this ability to create procedural maps via graphs.
Zoltán Schmidt's user avatar