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1
vote
2answers
60 views

Why can't I get a bool packed and aligned into a D3D constant buffer?

Alright, I'm having a hard time getting a bool packed and aligned into a hlsl constant buffer and I'm not sure why. Here is the buffer in hlsl cbuffer MaterialBuffer : register(b1) { float3 ...
1
vote
1answer
70 views

Isometric game data structure and rendering

I'm starting development of a 2d isometric(tiled, roguelike) game and i'm brainstorming wich kind of data structure i would use to store runtime data like tiles and entities, but i don't want to use ...
0
votes
2answers
83 views

Is there an in memory data store that is feasible for real time, non-networked games?

I would like to know if anyone has recommendations or experience with using an in memory data store for a real time, non-networked game. This is not necessarily for loading levels or saving data, but ...
9
votes
4answers
443 views

How to continuously find all entities within a radius efficiently?

I have a very large number of entities (units). On each step, each unit needs to know the positions of all units near it (distance is less then given constant R). All units move continuously. This is ...
3
votes
2answers
238 views

Quad Tree with a lot of Moving Objects

I have a Quad Tree implementation that is very useful for what I am trying to do. My problem is that when my viewport has a lot of objects, the Update for the Quad Tree takes a very long time. It ...
2
votes
1answer
78 views

What's a good way to store a series of interconnected pipe and tank objects?

I am working on a puzzle game with a 6 by 6 grid of storage tanks that are connected to up to 4 tanks adjacent to them via pipes. The gameplay is concerned with combining what's in a tank with an ...
2
votes
1answer
102 views

Is using a half-edge mesh structure feasible?

Is it feasible to use half-edge mesh in games instead of vertex-face structure? What comes to my mind is that it could be useful in mesh simplification (dynamic level of detail). But I'm worried it ...
7
votes
2answers
365 views

In a 2D tile-based game, how should NPCs and tiles reference each other?

I'm making a tile engine for 2D games (seen from the top). Basically the world is composed of a grid of tiles. Now I want to put for instance NPCs that can move on the map. What do you think is ...
2
votes
1answer
120 views

Better data structure for a game like Bubble Witch

I'm implementing a bubble-witch-like game (http://www.king.com/games/puzzle-games/bubble-witch/), and I was thinking on what's the better way to store the "bubbles" and to work with. I thought of ...
11
votes
1answer
267 views

What are the pros and cons of these voxel data file formats?

.VXL .VOX .KVX .KV6 .V3A .V3B I am trying to decide whether it's worth going with any of the above, or some other, or if I should roll my own. The deciding factors in order of importance are: ...
0
votes
2answers
205 views

How do I organize my class structure for networking?

In my gameclient I have the following classes(compontents): Game, GameScreen, GameWorld, Player. They are structured like this: Game has two GameScreens: MenuScreen and MainScreen. MenuScreen has an ...
0
votes
0answers
69 views

Is there a more efficient approach to buffering render operations than this?

In my rendering system each renderable object implements the following interface (at minimum): interface IRenderableComponent { void CreateRenderOperations(RenderOperationList); } Render ...
7
votes
4answers
396 views

How can I improve this enemy database implementation?

I'm developing an RPG and I'm at the point where I need to start building an enemy database. There's a couple challenges associated with this and a few solutions I've been considering. Here's what I ...
13
votes
3answers
540 views

Is there a 3D equivalent of hex tile maps?

Probably the biggest advantage of a hex-based versus square-based map tiling is that the center of each hex has the same distance to all its neighboring hexes. Is there a similar shape that tiles this ...
4
votes
3answers
302 views

Collision Detection Structure

I'm well aware of how to detect if two or more 2D objects collide but I'm interested in how to decide whether to check for a collision. In previous projects, I just had every object check against ...

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