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Latest Algorithm Activity

Variable subdivision creating artifacts

For anyone in the future coming to this thread, I solved it see here https://gamedev.stackexchange.com/a/212003/169956

In case that link expired all that I changed was going to the icosahedron_verts_refine function and changing the line new.vert_count = starts[i] + j; to uint32_t index = starts[i] +…

1,819 views
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For future reference, here's a paper which presents a DDA to visit each cell touched by a ray:

http://www.cse.yorku.ca/~amana/research/grid.pdf

10,351 views
enigma_dev
December 28, 2021 01:51 PM
DevBlog 10 - Making Dogfight AI Behavior Trees



Using the behavior tree system I created (Previous Update), I have created an AI brain that lets fighter ships dog fight one another.

I've created several sub trees.

there are subtrees to evade.

subtrees to dogfight.

I ran into some performance issues during rapid state transitions in the behavior tree…

9,032 views

Given that progression (deeper underground, more precious ores, accumulated money, presumably also improved equipment, maybe other elements)  seems the focus of the game, it should be a good starting point for designing ore distribution. Design objectives for the digging can be written down an…

16,092 views
Unity C# Field of View 2D Shadow Casting Algorithm

Hello good people! I've been bashing my head against the wall for the past few days trying to figure out how to fix my code.

Link to code: https://hatebin.com/sewqnebmiy

If you're familiar with shadowcasting, I'm working with only 1 octet as of right now until I get it 100%.

Below photo: The checkere…

5,292 views
Platform spawn system

There are many ways to do this…I will tell you of one using: smoothstep

  • I'm assuming that your screen Y coordinates go from 0 at the top down to MAXY at the bottom of your screen
  • Let's assume that at the bottom of your screen i.e. at Y = MAXY you want 10 platforms and at the top i.e. at Y = 0 of your…
6,077 views
grelf
March 25, 2020 10:47 AM
A simple way to generate limitless terrain in real time, in plain HTML5/JavaScript!

This article explains in some detail how I generate terrain in The Forest (www.myforest.uk) as the player moves around. I discovered the techniques around 1980 when making games for a TRS-80 with only 16 kilobytes of memory available. In 2014 I began converting my old Z80 assembler to HTML5/JavaScr…

7,175 views
bdubreuil
January 11, 2020 05:48 PM
Image Recognition by Equilateral Encoding
Context

I recently started reading the book Artificial Intelligence for Humans, Volume 1: Fundamental Algorithms by Jeff Heaton. Upon finishing reading the chapter Normalizing Data, I decided to practice what I had just learnt to hopefully finally understand 100 % of a special algorithm : …

7,357 views
JeremyAlessi
October 31, 2019 05:16 PM
PixelCast 9, Untitled Goose Game, Mode 7, and a Memory Leak!

In episode 9, Jeremy discusses Untitiled Goose Game and a principle, that making games is like playing Apples-to-Apples with your "silly" friends. Jeremy also dives into Mode 7 again and discusses the significance of this line of code:

z = scale - ( Mathf.Cos( Mathf.Abs( distortMap.height / 2 -…

3,833 views
Inverse Lerp - a super useful yet often overlooked function

Lerp( a, b, t ) = value
InvLerp( a, b, value ) = t

 

  • lerp returns a blend between a and b, based on a fraction t
  • inverse lerp returns a fraction t, based on a value between a and b

 

 

Use case! ?

Say you want to control audio source volume based on distance

  • at 10…
81,947 views
gametable
October 18, 2019 11:28 PM
Tabletop Dots and Boxes has been released!

Hey GD.net community! We're excited to have joined and be whipping up a first blog post to announce release of our Dots and Boxes game. A little background about us, gametable.org. We're a non-revenue side project game site created by a few friends honing their game development skills. We don't …

6,615 views
A Labyrinth Generation Algorithm

This was for a Dungeon Explorer home project I was working on. When researching labyrinth, maze, or dungeon generation algorithms I found many that would create hub or tree-style dungeons, but none that would 'loop back' on themselves.

I created this algorithm with the intention of designers …

13,534 views
Generating World Maps: Fun With Voronoi Graphs (part 2)

This is a blog about our development of Unexplored 2: The Wayfarer's Legacy. This game features state-of-the-art content generation, generative storytelling, emergent gameplay, adaptive music, and a vibrant art style.

Part 1

 

Unexplored 2 is a roguelite action adventure game where the …

31,522 views
Tiles to Curves: Fun With Voronoi Graphs (part 1)

This is a blog about our development of Unexplored 2: The Wayfarer's Legacy. This game features state-of-the-art content generation, generative storytelling, emergent gameplay, adaptive music, and a vibrant art style.

 

The content generator of Unexplored 2 generates tile maps. Typical o…

50,577 views
GildedOctopusStudios
June 19, 2019 02:38 PM
Implementing SEO in Video Games

So we all know Google and other search engines use a variety of optimization techniques. How does that apply to video games? Well the classic example is the shortest path problem. You want your AI whether it be enemies or NPC’s to take the shortest path to the player or some other goal. The way t…

3,476 views
Developing an Isometric Plugin for Unity3D

It's a story on how to write a plugin for Unity Asset Store, take a crack at solving the well-known isometric problems in games, and make a little coffee money from that, and also to understand how expandable Unity editor is. Pictures, code, graphs and thoughts inside.

Prologue

So, it w…

18,594 views
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