An entity for organizing data in a specific way so it can be used efficiently. Examples are arrays, objects, records, structs.

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1answer
28 views

Having trouble with constructors and the deque class

I've recently been trying to make a better version of my previous remake of the classic snake game by implementing data encapsulation and abstraction. I also decided to replace my horrible choice of a ...
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1answer
30 views

Feasibility of nested voxels

Out of curiosity, does anyone know how feasible it would be to have a voxel engine that allowed for voxels within other voxels? For example, you would have the usual chunks filled with voxels, but ...
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0answers
53 views

Implementing linked list game objects

I am using a basic drag and drop inventory system interface for implementing linked list in game object. I have been following this tutorial. I am trying for something similar to Blendoku. I want to ...
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1answer
73 views

Data Structures for Game State

I'm writing my first game. It's an adventure-RPG in the style of Starflight. I'm thinking about how to represent game state. There are three obvious parts of game state: dialog, combat, and story/...
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2answers
71 views

Difficulty with linked lists in drawing

I've recently started game development in C++ and decided to make an ASCII based snake game. To hold the values of the snake tail I decided to use a linked list due to its flexibility when it comes to ...
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2answers
76 views

What kind of data structure to use for planetary populations?

I am in the process of building out the prototype for my space strategy game, which is focused on empire building type gameplay. One of the most important elements of the game are the various planets ...
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1answer
68 views

How to change a class's variables at runtime without knowing in advance which class's variables to change?

I am creating a nuclear war simulation game a bit like Defcon if any of you have played that. In the game you can chose one of several regions to play as and in my game I want each region to have ...
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1answer
64 views

Saving Information in Byte[]

sorry for the unhelpful title. I'm trying to understand how to convert information to bytes so that I can save it using Google's Saved Games feature that comes with Play Services, as explained here. ...
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0answers
78 views

Database design

I have a Ship class, into which components can be added which change the performance of the ship. The question is regarding modelling this. My first approach essentially was an EAV approach (a ...
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1answer
76 views

General Octree question: What do you actually store?

Ok, So I'm experimenting with various terrain generation methods, primarily in Unity, but i'll admit to not use all its features because I started learning about Game Dev in XNA YEARS ago. So, I made ...
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0answers
51 views

Time-based events in Unity

I want to do stuff based on some time (I have a list of events and a corresponding Unix timestamp). The frequency of events in time varies and I want to capture that in a efficient and not to ...
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5answers
6k views

Use an instance or a class for game resources (wood,iron,gold)

So I'm making a game where you can send ships to locations to sell or buy resources like wood, iron, gold, etc. Now I was wondering how the resources should be created in de game. I came up with 2 ...
5
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1answer
318 views

Data structure to store breakable parts of a mesh

I have a wall mesh that is divided into destructible pieces. As it gets destroyed, the wall can collapse into separate objects with physics that can be destroyed as well. (Cut the wall in half ...
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1answer
111 views

How to program destructibles?

I'm thinking about programming a 2d simulation of a spaceship that takes damage depending on where the projectile came from (e.g. from behind - engine, from the front - lasers, sides - hull, etc.). ...
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1answer
278 views

How to handle interaction with the map in a 2D-RPG-typed TileMap?

Sorry if this is a long post, but I'd like to explain the context before asking my question ^^" I'm currently working on my "first" game (the more advance one, at least). It'll be a 2D-ARPG where the ...
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1answer
98 views

C++ Data structure pattern preferability?

So im looking at ways of handling large amounts of data in situations such as an entity manager or particle system. So i have concluded to use an object pool, and there are two things that I could do ...
3
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1answer
191 views

Ability/Skill Data and Method Structure (C#, Unity3D)

So I've come to design my game which players will be having a unique set of skill or ability to come with. I can store skill name, mana cost, cooldown, etc in database which each skill have in common, ...
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0answers
71 views

What is the most efficient way to store world data for a 2D tile game? [closed]

I'm working on a 2D tile based survival game for my programming class and as I was working on GUIs I realized that I would need an efficient way of storing and recalling not only the tile data and ...
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1answer
30 views

design / data structures

I'm working on a game which I'm writing in Javascript and then porting to iOS/Android via phonegap/cordova. For the most part, I understand how to code and how to get what I want to happen, BUT I ...
2
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1answer
180 views

2D infinite grid data structure

I'm currently developing a game, and I'm in a process of experimenting with various data structures to support my game model and simulation. Here are some of the requirements: Grid structure where ...
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3answers
190 views

Managing data for large number of levels in Unity?

I am making a Unity game vaguely in the vein of Candy Crush Saga for a client and am moving in circles trying to decide how to manage the data for all of their levels. In brief, they want to divide ...
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1answer
94 views

How do I correctly shift arrays on a Tetris line clear?

I'm writing a Tetris clone in C++ and I am at the last stage, I need to delete a row when it is full. Once a piece falls it is stored in a boolean array grid[20][10]. For example I check which row is ...
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2answers
35 views

Translating a world position to an array position

Lets keep this simple, so, assuming I have an array like this ... var array = new bool[10,10,10]; .. and then I have a start and end vector3 ... var start = new Vector3(-21,-21,-21); var end = new ...
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1answer
149 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 ...
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1answer
308 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 ...
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1answer
31 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) { A_CA[V_X,V_Y]=choose(-1,0,1)...
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1answer
75 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 ...
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1answer
206 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, ...
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2answers
117 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 ...
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1answer
420 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, ...
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1answer
36 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
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1answer
160 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 ...
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0answers
60 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 ...
2
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1answer
215 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
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1answer
65 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
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1answer
238 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 to ...
2
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1answer
44 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
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1answer
63 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 ...
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2answers
136 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
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1answer
40 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
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2answers
239 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
144 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 ...
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0answers
41 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 EffectColor;...
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1answer
69 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 ...
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1answer
101 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, ...
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2answers
208 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 Object:...
1
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1answer
220 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 well:...
1
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3answers
248 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 ...
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2answers
63 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
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2answers
672 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 ...