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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 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'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'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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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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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 ...
philB's user avatar
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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 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'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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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: ...
Crazy's user avatar
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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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10 votes
3 answers
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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
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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 ...
Daniel Rudy'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 ...
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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'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
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3 answers
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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 ...
Darin Beaudreau'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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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 ...
Zizheng Yang'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 ...
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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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Given a Vector2(x,y) that represents an object's velocity, like so: ...
CAOakley's user avatar
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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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52 votes
11 answers
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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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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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