Spatial Data Structure for Games - javascript

I need to implement a spatial data structure to store rectangles then be able to find all rectangles that intersect a given rectangle. This will be implemented in JavaScript.
So far I am developing a Quad Tree to cut down the search space but because it is for a game, all objects that move will need to update its position in the tree. Back to square one.
Are there any data-structures or methods to help? It will need to process around 10,000 objects so brute force isn't good enough.

A hash table works fairly well as an approximate intersection test. Hash tables are used as part of a more sophisticated algorithm for detecting collisions in ODE.
Logically, this test divides the space into a regular grid. Each grid cell is labeled with a list of objects that intersect that cell. The grid is initialized by scanning all objects. I don't know javascript, so I'll use python-ish pseudocode.
for each ob in objects:
for each x in [floor(ob.x_min / grid_size) .. floor(ob.x_max / grid_size)]:
for each y in [floor(ob.y_min / grid_size) .. floor(ob.y_max / grid_size)]:
hashtable[hash(x, y)].append(ob)
To find collisions with a given object, look up near-collisions in the hash table and then apply an exact collision test to each one.
near_collisions = []
for each x in [floor(ob.x_min / grid_size) .. floor(ob.x_max / grid_size)]:
for each y in [floor(ob.y_min / grid_size) .. floor(ob.y_max / grid_size)]:
near_collisions = near_collisions ++ hashtable[hash(x, y)]
remove duplicates from near_collisions
for each ob2 in near_collisions:
if exact_collision_test(ob, ob2):
do_something

You can still use quadtree even if you have moving objects – just remove and reinsert an object every time it moves or every time it crosses region boundary.
But quadtrees aren't very good at storing rectangles and I would recommend using an R-tree instead.

Related

Group nodes which are visually together

I am implementing force-directed graph in d3js.
I want to divide my graph into two halves and colour both the halves with different colour, after the network has been rendered and forceSimulation has completed.
What I am looking for is explained in image.
I am refering here.
I don't want to update the group field into my data as described in the link because my links are changing dynamically on several events which is also changing the orientation of the network and updating group field into the data is creating the groups of same nodes whether they are near or far from each other.
Currently, I am using the window coordinates to divide this.
const screenWidth = window.screen.availWidth;
const halfScreen = screenWidth / 2;
nodes.selectAll().attr("fill", function (d) {
return d.x < halfScreen ? "blue" : "green";
});
But this is not the good idea. I would love to know any other way that is possible to do this.
So, my, interpretation of your question: you want to divide the nodes into two groups. Preferably each with half of the nodes, in which the distances between the nodes in each group is as small as possible.
The best algorithms for this that I know of are algorithms for constructing a "minimum spanning tree", for example, Kruskal's algorithm.
Adapting the algorithm to your problem, you start with (a copy of) the graph, having no edges. You then add the edges, sorted by length, smallest first. You stop doing this as soon as you have exactly two connected components. These connected components form groups in which nodes have a small mutual distance.
However, the groups probably won't have the same number of nodes, and I don't guarantee that this gives you the smallest mutual distance.
EDIT:
If there is more than 1 connected component, you could group them by starting with two empty groups and repeatedly adding a component (largest first) to the group that has the smallest number of nodes. This will probably give you more or less equal groups.

3D Grid for multiple shapes

A few months ago I made a small terrain generator, like Minecraft, for a school project.
The way I did this was by using multiple chunks. Each chunk contained a 3-dimensional array that stored the blocks.
Every position in this array corresponded with the position of the block it contained.
blocks[x, y, z] = new Block();
Now I would like to add different sizes if blocks. However, I can't do that with the way I am storing the blocks right now, because bigger blocks would have to be spread over multiple positions in the 3-dimensional array.
An example of a game with different sizes of blocks (and different shapes) is LEGO Worlds. How does a game like this store all these little blocks?
I hope someone can help me with this.
The language I am using is Javascript in combination with WebGL.
Thanks in advance!
In my experience there are a few different ways of tackling an issue like this, but the one I'd recommend would depend on the amount of time you have to work on this and the scope (how big) you wanted to make this game.
Your Current Approach
At the moment I think your using what most people would consider the most straightforward approach by storing the voxels in a 3D grid
[Source].
But two problems you seem to be having is that there isn't an obvious way to create blocks that are bigger then 1x1 and that a 3D grid for a world space is fairly inefficient in terms of memory usage (As for an array you have to have memory allocated for every cell, including empty space. JavaScript is no different).
An Alternative Approach
An alternative to using a 3D array would be to instead use a different data structure, the full name being a sparse voxel octree.
This to put it simply is a tree data structure that works by subdividing an area of space until everything has been stored.
The 2D form of this where a square sub divides into four smaller quadrants is called a quad tree and likewise a 3D equivalent divides into eight quadrants, called an octree. This approach is generally preferable when possible as its much more efficient because the trees only occupy more memory when its absolutely essential and they can also be packed into a 1D array (Technically a 3D array can be too).
A common tactic used with quad/octrees in some block based games is to take a region of the same kind of voxel that fit into one larger quadrant of the tree is to simply stop sub division there, as there's no reason to go deeper if all the data is the same.
The other optimization they can make is called sparse where regions of empty space (air) are simply deleted since empty space doesn't do anything special and its location can be inferred.
[SVO Source]
[Z Order Curve Source]
Recommended Approach
Unless you have a few months to complete your game and you're at university I seriously wouldn't recommend an SVO (Though reading up about could impress any teachers you have). Instead I'd recommend taking the same approach that Minecraft appears to visibly has. E.G. A door is 1X2 but blocks can only be 1x1, then just make it two blocks.
In the example of a door you would have four unique blocks in total, two for the upper and lower half, and two variations of each being opened or closed.
E.G.
var cubeProgram; // shader program
var cubeVBO; // vertex buffer (I recommend combining vertex & UV coords)
var gl; // rendering context
// Preset list of block ID's
var BLOCK_TYPES = {
DOOR_LOWER_OPEN: 0,
DOOR_UPPER_OPEN: 1,
DOOR_LOWER_CLOSED: 2,
DOOR_UPPER_CLOSED: 3,
}
var BLOCK_MESHES = {
GENERIC_VBO: null,
DOOR_UPPER_VBO: null
DOOR_LOWER_VBO: null
}
// Declare a Door class using ES6 syntax
class Door {
// Assume X & Y are the lower half of the door
constructor(x,y,map) {
if (y - 1 > -1) {
console.error("Error: Top half of the door goes outside the map");
return;
}
this.x = x;
this.y = y;
map[x][y ] = BLOCK_TYPES.DOOR_LOWER_OPEN;
map[x][y-1] = BLOCK_TYPES.DOOR_UPPER_OPEN;
}
}

Organizational system for moving tiles in grid-based level

conceptual problem here.
I have an array which will be rendered to display tiles in a grid. Now, I want these tiles to be able to move - but not just around in the grid. Per-pixel. It does need to be a grid, because I need to shift whole rows of tiles, and be able to access tiles by their position, but it also needs to have per-pixel adjustment, while still keeping the "grid" up to date. Picture a platforming game with moving tiles.
There are a few organizational systems with which I could do this, and I'll outline a few I thought of as well as their pros and cons (XY-style) in case it helps you understand what I'm saying. I'm asking if you think one of these is best, or think of a better way.
One way would be to place objects in the array with the properties xOffset and yOffset. I would then render them in their tile position plus their offset. (x * tileWidth + tile.xOffset). Pros: maintains vanilla grid-system. Cons: Then I would have to adjust each tile to its actual grid location once it moved. Also, the "grid" position would become a bit confused as tiles are moving. (Side note: If you think this is a good way, how would I handle collisions? It wouldn't be as simple as player.x / tileWidth anymore.)
Another would be to place lots of objects with xs and ys and render them all. Pros: Simple. Cons: Then I would have to check each one to see if it's in the row I want to shift before doing so. Also, collisions could not simply check the one tile a player is on, they would have to check all entities.
Another I thought of would be a sort of combination of the two. Tiles would be in the original array and get render as x * tileWidth normal tiles. Then, when they move, they are deleted from the grid and placed in a separate array for moving tiles, where their x and y are stored. Then the collisions would check the grid the fast way and the moving tiles the slow way.
Thanks!
PS: I'm using JavaScript, but it shouldn't be relevant.
PPS: Forgive me if it's not Stack Overflow material. This was the best fit, I thought. It's not exactly code review, but it's not specific to GameDev. Also I needed a tag, so I picked one somewhat relevant. If you guys recommend something else I'll be happy to switch it right over and delete this one.
PPPS: Sorry if repost, I have no idea how to google this question. I tried to no avail.
(Side note on handling collisions: Your obstacles are moving. Therefore, comparing the player's position to grid is no longer ever sufficient. Furthermore, you will always have to draw based on the object's current position. Both of these are unavoidable, but also not very expensive.)
You want the objects to be easy to look up, while still being able to draw them efficiently and, more importantly, quickly checking for collisions. This is easy to do: store the objects in the array, and for the X and Y positions keep indexes which allow for 1) efficiently querying ranges and 2) efficiently moving elements left and right (as their x and y positions change).
If your objects are going to be moving fairly slowly (that is, on any one timestep, it is unlikely for an object to pass very many other objects), your indexes can be arrays! When an object moves past another object (in X, for instance), you just need to check its neighbor in the X index array to see if they should swap places. Keep doing this until it does not need to swap. If they're moving slowly, the amortized cost of this will be very close to O(1). Querying ranges is very easy in an array; binary search for the first greater element, and also for the last smaller element.
Summary/Implementation:
(Fiddle at https://jsfiddle.net/LsfuLo9p/3/)
Initialize (O(n) time):
Make an array of your objects called Objs.
Make an array of (x position, reference to Objs) pairs, sorted in X, called Xs.
Make an array of (y position, reference to Objs) pairs, sorted in Y, called Ys.
For every element in Xs and Ys, tell the object in Objs its index in those arrays (so that Xs has indexes to Objs, and Objs has indexes to Xs.)
When an object moves up in Y (O(1) expected time per moving object, given that they're moving slowly):
Using Objs, find its index in Ys.
Compare it to the next highest value in Ys. If it's greater, swap them in Ys (and update their Y indices in Objs).
Repeat step 2 until you don't swap.
(It's easy to apply this to the other three directions.)
When the player moves (O(log n + k2) time, where k is the maximum number of items that can fit in a row or column):
Look in Xs for small, the smallest X above Player.X, and large, the largest X+width below Player.X. If large &leq; small, return the range [large, small].
Look in Ys for small, the smallest Y above Player.Y, and large, the largest Y+height below Player.Y. If large &leq; small, return the range [large, small].
If there are any intersections between these two ranges, then the player is colliding with that object.
(You can improve the time of this to O(log n + k) by using a hashmap to check for set intersections.)

JS Canvas get pixel value very frequently

I am creating a video game based on Node.js/WebGL/Canvas/PIXI.js.
In this game, blocks have a generic size: they can be circles, polygons, or everything. So, my physical engine needs to know where exactly the things are, what pixels are walls and what pixels are not. Since I think PIXI don't allow this, I create an invisible canvas where I put all the wall's images of the map. Then, I use the function getImageData to create a function "isWall" at (x, y):
function isWall(x, y):
return canvas.getImageData(x, y, 1, 1).data[3] != 0;
However, this is very slow (it takes up to 70% of the CPU time of the game, according to Chrome profiling). Also, since I introduced this function, I sometimes got the error "Oops, WebGL crashed" without any additional advice.
Is there a better method to access the value of the pixel? I thought about storing everything in a static bit array (walls have a fixed size), with 1 corresponding to a wall and 0 to a non-wall. Is it reasonable to have a 10-million-cells array in memory?
Some thoughts:
For first check: Use collision regions for all of your objects. The regions can even be defined for each side depending on shape (ie. complex shapes). Only check for collisions inside intersecting regions.
Use half resolution for hit-test bitmaps (or even 25% if your scenario allow). Our brains are not capable of detecting pixel-accurate collisions when things are moving so this can be taken advantage of.
For complex shapes, pre-store the whole bitmap for it (based on its region(s)) but transform it to a single value typed array like Uint8Array with high and low values (re-use this instead of getting one and one pixels via the context). Subtract object's position and use the result as a delta for your shape region, then hit-testing the "bitmap". If the shape rotates, transform incoming check points accordingly (there is probably a sweet-spot here where updating bitmap becomes faster than transforming a bunch of points etc. You need to test for your scenario).
For close-to-square shaped objects do a compromise and use a simple rectangle check
For circles and ellipses use un-squared values to check distances for radius.
In some cases you can perhaps use collision predictions which you calculate before the games starts and when knowing all objects positions, directions and velocities (calculate the complete motion path, find intersections for those paths, calculate time/distance to those intersections). If your objects change direction etc. due to other events during their path, this will of course not work so well (or try and see if re-calculating is beneficial or not).
I'm sure why you would need 10m stored in memory, it's doable though - but you will need to use something like a quad-tree and split the array up, so it becomes efficient to look up a pixel state. IMO you will only need to store "bits" for the complex shapes, and you can limit it further by defining multiple regions per shape. For simpler shapes just use vectors (rectangles, radius/distance). Do performance tests often to find the right balance.
In any case - these sort of things has to be hand-optimized for the very scenario, so this is just a general take on it. Other factors will affect the approach such as high velocities, rotation, reflection etc. and it will quickly become very broad. Hope this gives some input though.
I use bit arrays to store 0 || 1 info and it works very well.
The information is stored compactly and gets/sets are very fast.
Here is the bit library I use:
https://github.com/drslump/Bits-js/blob/master/lib/Bits.js
I've not tried with 10m bits so you'll have to try it on your own dataset.
The solution you propose is very "flat", meaning each pixel must have a corresponding bit. This results in a large amount of memory being required--even if information is stored as bits.
An alternative testing data ranges instead of testing each pixel:
If the number of wall pixels is small versus the total number of pixels you might try storing each wall as a series of "runs". For example, a wall run might be stored in an object like this (warning: untested code!):
// an object containing all horizontal wall runs
var xRuns={}
// an object containing all vertical wall runs
var yRuns={}
// define a wall that runs on y=50 from x=100 to x=185
// and then runs on x=185 from y=50 to y=225
var y=50;
var x=185;
if(!xRuns[y]){ xRuns[y]=[]; }
xRuns[y].push({start:100,end:185});
if(!yRuns[x]){ yRuns[x]=[]; }
yRuns[x].push({start:50,end:225});
Then you can quickly test an [x,y] against the wall runs like this (warning untested code!):
function isWall(x,y){
if(xRuns[y]){
var a=xRuns[y];
var i=a.length;
do while(i--){
var run=a[i];
if(x>=run.start && x<=run.end){return(true);}
}
}
if(yRuns[x]){
var a=yRuns[x];
var i=a.length;
do while(i--){
var run=a[i];
if(y>=run.start && y<=run.end){return(true);}
}
}
return(false);
}
This should require very few tests because the x & y exactly specify which array of xRuns and yRuns need to be tested.
It may (or may not) be faster than testing the "flat" model because there is overhead getting to the specified element of the flat model. You'd have to perf test using both methods.
The wall-run method would likely require much less memory.
Hope this helps...Keep in mind the wall-run alternative is just off the top of my head and probably requires tweaking ;-)

Click detection in a 2D isometric grid?

I've been doing web development for years now and I'm slowly getting myself involved with game development and for my current project I've got this isometric map, where I need to use an algorithm to detect which field is being clicked on. This is all in the browser with Javascript by the way.
The map
It looks like this and I've added some numbers to show you the structure of the fields (tiles) and their IDs. All the fields have a center point (array of x,y) which the four corners are based on when drawn.
As you can see it's not a diamond shape, but a zig-zag map and there's no angle (top-down view) which is why I can't find an answer myself considering that all articles and calculations are usually based on a diamond shape with an angle.
The numbers
It's a dynamic map and all sizes and numbers can be changed to generate a new map.
I know it isn't a lot of data, but the map is generated based on the map and field sizes.
- Map Size: x:800 y:400
- Field Size: 80x80 (between corners)
- Center position of all the fields (x,y)
The goal
To come up with an algorithm which tells the client (game) which field the mouse is located in at any given event (click, movement etc).
Disclaimer
I do want to mention that I've already come up with a working solution myself, however I'm 100% certain it could be written in a better way (my solution involves a lot of nested if-statements and loops), and that's why I'm asking here.
Here's an example of my solution where I basically find a square with corners in the nearest 4 known positions and then I get my result based on the smallest square between the 2 nearest fields. Does that make any sense?
Ask if I missed something.
Here's what I came up with,
function posInGrid(x, y, length) {
xFromColCenter = x % length - length / 2;
yFromRowCenter = y % length - length / 2;
col = (x - xFromColCenter) / length;
row = (y - yFromRowCenter) / length;
if (yFromRowCenter < xFromColCenter) {
if (yFromRowCenter < (-xFromColCenter))--row;
else++col;
} else if (yFromRowCenter > xFromColCenter) {
if (yFromRowCenter < (-xFromColCenter))--col;
else++row;
}
return "Col:"+col+", Row:"+row+", xFC:"+xFromColCenter+", yFC:"+yFromRowCenter;
}
X and Y are the coords in the image, and length is the spacing of the grid.
Right now it returns a string, just for testing.. result should be row and col, and those are the coordinates I chose: your tile 1 has coords (1,0) tile 2 is(3,0), tile 10 is (0,1), tile 11 is (2,1). You could convert my coordinates to your numbered tiles in a line or two.
And a JSFiddle for testing http://jsfiddle.net/NHV3y/
Cheers.
EDIT: changed the return statement, had some variables I used for debugging left in.
A pixel perfect way of hit detection I've used in the past (in OpenGL, but the concept stands here too) is an off screen rendering of the scene where the different objects are identified with different colors.
This approach requires double the memory and double the rendering but the hit detection of arbitrarily complex scenes is done with a simple color lookup.
Since you want to detect a cell in a grid there are probably more efficient solutions but I wanted to mention this one for it's simplicity and flexibility.
This has been solved before, let me consult my notes...
Here's a couple of good resources:
From Laserbrain Studios, The basics of isometric programming
Useful article in the thread posted here, in Java
Let me know if this helps, and good luck with your game!
This code calculates the position in the grid given the uneven spacing. Should be pretty fast; almost all operations are done mathematically, using just one loop. I'll ponder the other part of the problem later.
def cspot(x,y,length):
l=length
lp=length+1
vlist = [ (l*(k%2))+(lp*((k+1)%2)) for k in range(1,y+1) ]
vlist.append(1)
return x + sum(vlist)

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