Questions tagged [grid]
A regular tessellation of a surface to create uniform, contiguous cells arranged in a consistent pattern.
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Rotation inside MeshInstance3D surface plane
I'm trying to make a representation of a plane that rotates around a hole in a MeshInstance3D.
So far I've managed to make the circle's hole, but I can't make the ...
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Identify doorways to partition a collection of walls with gaps into rooms
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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Selecting Tiles Correctly With Scroll
I would like to understand the process of selecting the correct tile from a scaled Surface when I have information about the number of tiles on the x and y axes, the length of the Surface, and also ...
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2D grid game server - interaction system/dynamic blocks
I'm building a Server-side engine for 2D sandbox game similar to Terraria or Starbound.
The language I use is Dart (similar to JavaScript or C#).
Currently I'm trying to figure out how to make a good ...
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Convert legacy OpenGL script to a newer one
I have a script drawing 3D chart, three axes and a surface. Unfortunately, it was implemented using old OpenGL approach with Begin and ...
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Character is stuck between grid cell gap [duplicate]
I started making a D&D-style turn based tactic game. I have a problem with my tilemap.
I made a script to find the location on the tilemap for my character and for the tile I clicked with the ...
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How can i keep a constant grid position relative to transform.ChildCount
I need to manage the index positions in a GridLayoutGroup and keep it consistent with the childCount of the group it belongs to.
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Rendering Infinite 2D chunks?
I'm working on a top-down 2D RTS with C++ and SDL2, and have implemented the biome/terrain generation, tile rendering and a rudimentary camera system. I already have the skeleton code in place that ...
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How do I place objects so they snap to my TileMap in Godot?
When I'm placing objects on tiles in my TileMap, they snap to positions that aren't on my tile's grid. I drag my object to the middle of the grid square, but it keeps snapping to the corners.
I'm ...
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How to calculate shadow position below arcing projectile in Isometric 2d tilebased grid?
I have an Isometric 2D grid-based tilemap, and am firing a projectile (at Vector P1 in image below) from the player (at Vector A) to a location "above" a target location (at Vector B). This ...
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grid(tetris) inventory system
I'm trying to adapt my current inventory so that the items can occupy more than one slots (cells) like in this image:
Any idea that might help me? My inventory is an Image that has grid layout and ...
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Find a encircliement in Hexagonal grid (optimization issue)
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 ...
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Unity best practices for 3D tilemap
I looked at the forums and found out that it is not recommended to use the terrain system for the mobile platform. So then I decided to have a single plane as a "terrain" with single ground ...
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How to prevent the player from completely blocking the enemy paths in a tower defence game like Fieldrunners?
I am new to Unity and want to create a tower defence game like Fieldrunners.
I need help to create the grid placement area for the towers so that there is always a path for enemies to travel. I mean ...
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What's the best way to store irregular areas of my map? (hierarchical pathfinding and grid segmentation)
This is for the development of a roguelike/management game.
I'm trying to implement HPA (hierarchical pathfinding with A*), and I've found a few good resources (suggestions appreciated) in the forms ...