An entity for organizing data in a specific way so it can be used efficiently. Examples are arrays, objects, records, structs.
1
vote
1answer
27 views
About HLSL array packing policy
This is not a question but a confirmation if I'm correct about the behavior of HLSL arrays.
I'm working with a standard lighting vertex shader, HLSL plus C++, DirectX11.1 API. For storing my lights ...
1
vote
1answer
15 views
how to check if an array element is defined? (Game-maker studio)
The code is this:
if is_undefined(A_SA[V_X,V_Y])=false and A_SA[V_X,V_Y]=0
{
//actions from the "if" statement
}
The error message is this:
Push :: Execution Error - Variable Index [0,10] out of ...
1
vote
1answer
17 views
How to give a value to all elements of an array?
This problem is encountered in Game-maker studio:
I created an array using the following iteration:
V_X=0 //these are coordinates of my "pointer"
V_Y=0
repeat(100)
{
...
0
votes
1answer
22 views
Why do KD trees put the median split exactly on a point?
I've understood that KD tree split points using the median while cycling on each axis. I've also understood that at each node traversal, a nearest search must use a sphere to store to nearest neighbor ...
2
votes
1answer
115 views
Component arrays vs. entity structs? [closed]
Two of the main systems I've seen in entity system tutorials are:
An Entities class with one array / [hash]map for each component, with indices corresponding to entity IDs.
A list of Entity structs, ...
1
vote
1answer
90 views
numeric identifiers associative array
edit: clarified my question. I also realized that I didn't pick a very conclusive question title, which unfortunately I cannot change anymore, sorry.
Hey everyone,
to improve my programming skills a ...
1
vote
1answer
60 views
Is Google's Protocol Buffer viable for the serialisation of game data? [closed]
Simple yes it is suitable, no it is not suitable for communications between game clients and/or server clients. Also is it suitable for serialising and storing game data or is a more customisable, ...
1
vote
1answer
29 views
Separating .js elements/ .js element communication
So I have 2 questions regarding the code below:
function goldClick(number){
gold = gold + number;
document.getElementById("gold").innerHTML = gold;
};
function buyMiner(){
...
2
votes
1answer
128 views
Efficient datastructure to store a galaxy map
I'm working on a project for an intro level Ai class, and the project I've closen is to create a simulated universe in which Ai actors play against each other economically and militarily. I have the ...
1
vote
0answers
51 views
General pointers and advice in creating inventory structure?
I am working on text-based Diablo-like RPG, where each weapon and armor has unique stats and names and there is a lot of overlap. Ie I can generate Silver Sword with 40 damage, but I can also generate ...
1
vote
1answer
92 views
ID3D11Device::CreateInputLayout: Encoded Signature size doesn't match specified size
I get [ STATE_CREATION ERROR #161: CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE] with the following code:
// Vertex data
struct VertexData {
XMFLOAT3 v;
XMFLOAT2 vt;
XMFLOAT3 vn;
};
// ...
4
votes
1answer
59 views
What is a viable way of finding the minimum swaps to sort numbers in pyramid?
I have made a game that consists of a pyramid of hexagons with numbers from 00 to 99 randomly positioned in groups of 6, 10 or 15 elements. Now, I'm working to create an auto-solver but for the last 2 ...
2
votes
1answer
146 views
How should I store dynamic game entities for efficient area-based selection?
In my 2d block-based game I'm trying to implement a data structure that would store entities entities in a way that's capable of:
Direct selection based on coordinate.
Iteration
Iteration limited ...
2
votes
1answer
41 views
To find a success list in group
I try to find a success list among players for my project.
I thought If I find the winning probability of players , it would give me the success list in group.
I would like to give an example to ...
2
votes
1answer
48 views
Quadtree splitting
A quadtree has limit on number of item in each nodes. Suppose a node has already has same number of item as the limit. If I add another item on same node the node should split and new item should be ...
1
vote
2answers
119 views
Using hard coded values for Items?
Is it a bad idea to use hard coded values for things like items (static data) that would change infrequently in an online game? I'm designing an online game in node js, and I'm trying to decide if it ...
0
votes
1answer
31 views
Triangle data structure not working for LoD algorithm
I would like to implement a LoD algorithm to my 3D game in order to simplify meshes at certain distances from the player. My meshes are created / loaded using a VBO, so the vertex data is stored in a ...
2
votes
2answers
228 views
Manually creating cycles in planar, procedural trees?
I am creating a procedural map using delaunay triangulation and an MST. I'd like to have a bit more control over my final graph. Like when i was looking looking at the MST I wondered how I can connect ...
2
votes
1answer
142 views
How to deal with a many to many relationship between objects
In my game, I keep a list of all clients currently connected to the server and a list of all actors in the game. Each actor is "relevant" ( currently replicating ) to 0 or many clients, and each ...
0
votes
0answers
29 views
Wrong value from uniform block on OSX+OpenGL
I have a uniform block defined as follows:
layout (std140) uniform u_LayerUniform {
LayerStruct Layers[150];
};
and the LayerStruct is defined as follows:
struct LayerStruct {
vec4 ...
0
votes
1answer
55 views
a shader type class in c
Is it possible to setup something sort of like a class in C++ but in c in the simplest terms? I want to avoid using c++ but I would like to create a simple struct that has glsl shader program.
for ...
1
vote
1answer
77 views
Finding the “Important” nodes of a grid path
On a Navmesh Grid, all nodes are essentially vertices or turn-points so the returned path is efficient in that it only involves points where an entity must change its direction.
A grid path, however, ...
0
votes
1answer
116 views
How to make “Events”/ Scripted Scenes
I want to make cutscenes etc, in my game.
I thought of a similar System like in the RPG Maker:
If you enter a certain Area, a list of commands and arguments is played.
E.g. like this:
[Move ...
1
vote
1answer
173 views
Efficient container(s) for units in an 2D RTS game
As the title says, I'm toying around with developing a 2D space RTS game. All of my units are spaceships that basically just shoot at one another, but they have to do a variety of other things as ...
1
vote
3answers
180 views
How can I store a large amount of items in a space-efficient manner?
How can I store a large amount of items inside my game?
Are each of the items default data be loaded from a file into an item class and then stored in a giant array/list/dictionary?
For a point of ...
0
votes
2answers
59 views
Efficient Collisions Iteration?
My project has upwards of 3000 2D objects but not all of them collide with each other. Between each object that can collide, a CollisionPair is created and stored inside a flattened array.
Currently, ...
3
votes
2answers
380 views
Efficient removal and adding of Components in ECS
i'm working with the Ashley Entity-Component-System (related to libGDX) to program a server-side simulation for an online game and i stumbled upon a serious performance drawback, that is probably ...
9
votes
1answer
675 views
Why are 16×16 pixel tiles so common?
Is there any good reason for tiles (e.g. Minecraft's) to be 16×16?
I have a feeling it has something to do with binary because 16 is 10000 in binary, but that might be a coincidence.
I want to know ...
0
votes
1answer
178 views
How can I store additional attributes on DCEL edges?
I am currently working on a city generator, and I've ran into some issues with data storage while working on the roads. I currently use a doubly-connected edge list (DCEL for short), to store the road ...
3
votes
1answer
218 views
Structure for attacking in RPG
I'm going over different ways to implement attacking in a "dungeon crawler".
What I have kind of abstracted out...
There are 2 kinds of people, The Player, and the enemies, these are both living ...
-1
votes
2answers
80 views
How to make a proper cache on user computer?
Currently when launching the client of the game, it connects to the server and loads all the cachedata in a normal form (= folders, .txt files and .png files). However I don't like that the players ...
0
votes
4answers
337 views
Class design and data structures for a Tower Defense
I was trying to come up with a structure for a simple TD game that has following elements
Tower
Each Tower has a set of properties like range, damage, health etc
There could be different types of ...
1
vote
2answers
219 views
Bubble shooter clone, structure for storing/adding of bubbles
Im having a few issues trying to figure out what the best data structure to use for storing bubbles on the grid, and how to connect new bubbles to the grid when a moving ball collides with a ball on ...
3
votes
1answer
94 views
Planar scene graph
Suppose there are many line segments on a plane (2D scene) and I would like to redraw only small portion ("window") of the whole scene. The scene is dynamic, meaning one can add/remove/transform ...
2
votes
2answers
2k views
Storing Type/Game Data Within A Unity 3D Game Using An Offline Flatfile Database
I've read several documents on how to manage game type data:
Would it be better to use XML/JSON/Text or a database to store game content?
How to choose how to store data?
Im developing an offline ...
1
vote
2answers
97 views
Organizing scene graph nodes that have multiple parents
I am trying to understand how, from an abstract sense, scene graphs should be organized.
Say that in a game, there is a scene where the user is inside a house. The house has four walls, and on one ...
1
vote
2answers
143 views
Encoding/decoding data with byte arrays
For my multiplayer game, I'm trying to figure out a system to send multiple pieces of data from one client to another and separating pieces of data.
When sending a message, all parameter data has to ...
21
votes
3answers
3k views
Command Ordering Architecture of Dwarf Fortress
What is the most elegant way to implement a command ordering system for AI? for example in dwarf fortress when you mark a forested area for wood cutting, the dwarfs then would do the following ...
3
votes
1answer
231 views
Is std::deque the best option for storing my graphics objects?
I am currently implementing an object buffer, which stores all the objects used in the game at one place. All other components of the game, like the user interface, the level loader, etc, add objects ...
0
votes
1answer
85 views
Place tile values over 'chunk' boundries
My game has a 'chunk' engine similar to Minecraft's but in 2 dimensions.
Each chunk is a square of 32 by 32 tiles.
What I want to do is generate a defined shape across multiple chunks without ...
2
votes
2answers
116 views
MeshParts - Why do they exist?
For my current game I'm working on I've decided to implement a custom model class to store my models in. Reasons being is that I want to make adding new models as painless as possible for the rest of ...
2
votes
2answers
119 views
How to convert non-discreate data for discreate pathfinding?
I have a list of entities that looks like [{x,y,width,height}, {x,y,width,height}, ...]. This list is non-discreate, It doesn't follow a grid. entities can be positioned at floats like x:2.345
Most ...
0
votes
0answers
99 views
Data structure to store map layers in each Tile while keeping the order of terrain, items and monsters intact
My game represents its map as a 2D array of tiles, each of which stores a stack of layers. I'm looking for a data structure to efficiently represent this .
I want to be able to add layers ...
1
vote
0answers
88 views
Dynamic Level Loads [ Story Saves ] [closed]
I have recently revisited the legend of zelda series and got inspired by it to create a game similar to majora's mask. After some slight work on the player movement and key game mechanics I started to ...
1
vote
2answers
1k views
How should I store edge weights for my A* graph?
I am working on A* pathfinding in Unity, using C#. I am implementing Dijkstra's shortest path algorithm. I have a Dictionary with nodes as keys and corresponding lists of adjacent neighbors as values, ...
1
vote
1answer
192 views
How to handle game objects in DirectX
Coming from XNA, I would use the content pipeline and create XML files for game objects. However, if I changed something in the XML, I would need to do a rebuild of the project so it will create the ...
-1
votes
2answers
64 views
Word for a relationship specifying that 2 objects don't affect each other
I am aiming to create an Enum for a terrain_surface_layer.type property. The 3 types of terrain_surface layers I wish to implement are the following:
Single - only a single type of terrain_surface ...
1
vote
3answers
400 views
What datastructure would you use for a collision-detection in a tilemap?
Currently I save those blocks in my map that could be colliding with the player in a HashMap (Vector2, Block). So the Vector2 represents the coordinates of the blog.
Whenever the player moves I then ...
1
vote
1answer
268 views
Data structures for territories in a 2D map
I am diving into game development with a 2D game. The game will display a territorial map (borders, capitals, etc.).
What is a common data structure to use for storing and manipulating the data in ...
1
vote
1answer
234 views
Animal Crossing-like Map Data Structure
I've been looking closely at how Animal Crossing (for GameCube) creates town maps, and as far as I can tell, it's something like this:
The town is made up of a 5x6 grid of acres. Each acre is 16x16 ...