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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 ...
WernerJuengst's user avatar
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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 ...
Woodrow Bonewright's user avatar
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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 ...
Jachuc's user avatar
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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 ...
philB's user avatar
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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 ...
Sharpie'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 ...
HolyBlackCat's user avatar
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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 ...
NJJ_002's user avatar
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