Questions tagged [graph]
A graph is a data structure for a set of objects where some pairs of the objects are connected by links.
69 questions
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How to optimally transfer between nodes when each connection can only handle a certain number of things at a time?
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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Unity shader graph show through walls
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/...
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How to compile a node-based material system to usable shader code / data buffers / texture resources?
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 ...
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Dynamically generating the layout of a skill tree
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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Pushing Multiple Objects With Static Friction
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 ...
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Issue with Goal Oriented Action Planning (GOAP) and multiple preconditions
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 ...
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Gradient border/drop shadow URP unity shader graph
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 ...
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How are GraphNode String IDs supposed to be used
Once you add several GraphNode instances to GraphEdit they get some unusual ID strings surrounded with ...
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Graph structure/algorithm to maintain an incrementally updated component list
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.
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How does HPA*(Hierarchical Pathfinding A*) really work?
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 ...
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space map generation
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 ...
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Generate road mesh from a graph
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 ...
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How do I get HDRP render enabled so that the shader graph will work
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 ...
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Efficient Algorithm for the boundary of a set of tiles
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 ...
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Line of Sight Check Theta* Algorithm
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 ...