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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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0 answers
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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&...
Applekini's user avatar
  • 8,543
0 votes
0 answers
199 views

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/...
SeedM's user avatar
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1 answer
202 views

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 ...
DannyNiu's user avatar
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1 vote
0 answers
220 views

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
  • 11
1 vote
0 answers
57 views

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
2 votes
1 answer
1k views

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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0 answers
569 views

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
3 votes
1 answer
338 views

Once you add several GraphNode instances to GraphEdit they get some unusual ID strings surrounded with ...
adius's user avatar
  • 133
0 votes
0 answers
125 views

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
  • 143
2 votes
2 answers
12k views

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
4 votes
1 answer
2k views

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
1 vote
0 answers
376 views

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
  • 21
0 votes
0 answers
95 views

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
  • 510
13 votes
6 answers
5k views

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
2 votes
2 answers
2k views

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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