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Sorry I know this question is broad - like asking 'how do I paint the Mona Lisa' - but does anyone have any tips, oversight, or experience with programming something like you would see in the games Stellaris or Master of Orion where each star sector is a node and the nodes then connect to other nodes?

My original design was a grid.... which was was easier as each sector.... 1-1 , 1-2 , etc had rows and columns - so the locations to each other way easy to figure out.

I was to implement star sectors where the sectors are more 'node' based - and will have points in which they are connecting. The class / object side of things are easy enough - the part Im struggling with is -I dont even know how to get started in terms of visually representing these objects on screen. I should add, this is all procedurally generated.

ie: NODE1 <----line between---> NODE2 <-----line between----> NODE 3

Has anyone tackled this sort of concept in game programming? Are there any references/tutorials you can point me to?

Godot version 3.4
in Engine by (133 points)

After some digging .... seems like what I'm asking for help with is the visualization part of a weighted Graph.

If it helps anyone else looking for similar... I found this:


1 Answer

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For visualizing you could use DrawCircle and DrawLine. I use a dictionary<Point, GuiVertex>. The point is a struct with a x,y cooridinates and a guivertex is a class with a Point and HashSet (the edges).
Also for computing and testing if a mouse cursor is near a point I suggest you use a KdTree datastructure. With this structure you can very efficiently calculate distances.
I use C# and I use the KdTree package version 1.4.1.

For generation, I loop over the width and height of my map. Then do a check against a value between 0-100 to see if it is larger than my "sparsness" value. If so I generate a point with random coordinates and store that in a list.
To connect all points in my list I use Prims algorithm to create a undirected graph with a certain distance. Then I do another check to see if all points are connected, if not I add the point to the nearest point.

I suggest you use a point struct instead of a vector since they are easier to compare because they use integers and not floats. For a map you don't need the precision a float will give you.
Also with this setup you can use Dictionary<Point,YourFancyNodeWithEncounterInfo>.


Hope this helps. I might have missed some bits because I implemented this a few months ago, but it at least will give you the general way of implementing this.

by (57 points)
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Thank you , I'll look into all of this in detail.

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