Node based 'Space Map' like Stellaris, Master of Orion, etc.

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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?

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:

Weighted Graph Representation in Data Structure

mattkw80 | 2022-06-27 16:26

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.

Thank you , I’ll look into all of this in detail.

mattkw80 | 2022-07-07 19:17