• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
NigelMan1010

How to determine if a 3D voxel-based room is sealed, efficiently

1 post in this topic

Hello there,

 

I've been having some issues with efficiently determining if large rooms are sealed in a voxel-based 3D rooms. I'm at a point where I have tried my hardest to solve the problem without asking for help, but not tried enough to give up, so I'm asking for help.

 

To clarify, sealed being that there are no holes in the room. There are oxygen sealers, which check if the room is sealed, and seal depending on the oxygen input level.

 

Right now, this is how I'm doing it:

 

- Starting at the block above the sealer tile (the vent is on the sealer's top face), recursively loop through in all 6 adjacent directions

- If the adjacent tile is a full, non-vacuum tile, continue through the loop

- If the adjacent tile is not full, or is a vacuum tile, check if it's adjacent blocks are, recursively.

- Each time a tile is checked, decrement a counter

- If the count hits zero, if the last block is adjacent to a vacuum tile, return that the area is unsealed

- If the count hits zero and the last block is not a vacuum tile, or the recursive loop ends (no vacuum tiles left) before the counter is zero, the area is sealed

 

If the area is not sealed, run the loop again with some changes:

 

- Checking adjacent blocks for "breathable air" tile instead of a vacuum tile

- Instead of using a decrementing counter, continue until no adjacent "breathable air" tiles are found.

- Once loop is finished, set each checked block to a vacuum tile.

 

Here's the code I'm using:

http://pastebin.com/NimyKncC

 

The problem: 

 

I'm running this check every 3 seconds, sometimes a sealer will have to loop through hundreds of blocks, and a large world with many oxygen sealers, these multiple recursive loops every few seconds can be very hard on the CPU.

 

I was wondering if anyone with more experience with optimization can give me a hand, or at least point me in the right direction.

    Thanks a bunch.

0

Share this post


Link to post
Share on other sites

Why do you need to do it continuously? It would only change if vents are opened or voxels are filled/unfilled.

 

Anyway, close all the vents (treat them as doors) and flood fill each empty tile, connected tiles get the same ID. Repeat (incrementing the ID each time you run out of tiles to fill) until all empty space is filled. When a vent is opened that connects the rooms. If you destroy a wall section and it tunnels into another area then you combine the area IDs, otherwise give it the same ID as the room you tunneled from. You can build a connectivity graph if you want by examining rooms IDs on each side of a vent.

 

See this thread too http://www.gamedev.net/topic/648766-computational-geometry-algorithms-to-determine-rooms-in-a-dungeon-or-a-building/

Edited by Paradigm Shifter
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0