The data-structure tag has no wiki summary.
1
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2answers
55 views
Implementing an existing (but out of print) game electronically
One of my favorite games is the old Avalon Hill class, PanzerBlitz.
I would like to implement it electronically, and have a couple questions related to that:
Would I be in legal trouble if I do ...
-3
votes
1answer
64 views
Database structure for level packs, levels and level information
I have a game which shall consist of several level packs (and also be extended by additional level packs). Each level pack should contain some levels. Each level will have its own level information.
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1
vote
1answer
147 views
game data structures
I am working on a game that will be a 3D-shooter (camera trailing player), and want to impose some architecture on the game being that a level is composed of rooms where each room can hold ...
3
votes
1answer
110 views
Storing game objects with generic object information
In a simple game object class, you might have something like this:
public abstract class GameObject {
protected String name;
// other properties
protected double x, y;
public ...
7
votes
3answers
352 views
How to add a sound that an enemy AI can hear?
Given:
a 2D top down game
Tiles are stored just in a 2D array
Every tile has a property - dampen (so bricks might be -50db, air might be -1)
From this I want to add it so a sound is generated at ...
1
vote
2answers
91 views
How to track and find entities within radius in realtime game?
What is best approach to implement tracking in real time for, say, 1000 npcs? Every frame update simple a square grid (remove or insert into linked list) and every time check in square radius? I tried ...
4
votes
1answer
281 views
How does Starcraft 2 load its metadata?
Lets say you are playing Starcraft 2 melee map. The game loads the map.
Melee maps have the following dependencies:
Liberty (Mod)
Liberty Multi (Mod)
I think the game engine will load the data ...
2
votes
2answers
110 views
A decent design for handling large creation/deletion of random objects?
So I was attempting a 'Hit the X' game (e.g Toss the turtle, spank the monkey) in which an uncontrollable object travels across the screen in hopes of hitting certain objects and avoiding others.
My ...
0
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0answers
89 views
BinaryTree & Node Class check [closed]
I'm unsure if I am making my binary tree and node class properly or not. Are there better ways for the implementation of my BinaryTree and Node classes? I hope to be able to use these data structures ...
8
votes
1answer
156 views
How to represent cliff faces in terrain?
I'm trying to figure out the best way to programmatically represent terrain in my game. I've been considering using a heightmap (or grid of evenly spaced vertices) to represent the surface of the ...
0
votes
0answers
79 views
Argumentation Frameworks - Games approach
Logic-based argumentation theory is an area of Artificial Intelligence that models how to rationally choose (i.e., argue about) what to believe or do when faced with conflicting information. The aim ...
5
votes
5answers
362 views
How can I store all my level data in a single file instead of spread out over many files?
I am currently generating my level data, and saving to disk to ensure that any modifications done to the level are saved.
I am storing "chunks" of 2048x2048 pixels into a file. Whenever the player ...
1
vote
2answers
129 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
2answers
301 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
4answers
182 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 ...