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I'm building a small rts and in my code I have given my buildings a pattern, much like you would pieces in tetris. In other words I want to place irregular shaped buildings on a map without buildings overlapping.

Currently I'm bruteforce checking each cell with the cells in a map, but is there an easier/nicer way to check a tile map for a matching pattern?

The map could be 100 x 100 and my structure that i am placing could be as follows:

OXO

XXX

XXX

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What data structure are you storing your map in? –  Anko Mar 13 '13 at 14:21
    
Other people seem to understand what you're asking, but I'm still very confused, and I think it would be helpful in getting responses if you clarified a little. –  Cameron Fredman Mar 13 '13 at 17:47
    
Sort of like this? gamedev.stackexchange.com/questions/21586/… –  Byte56 Mar 13 '13 at 17:55
    
@CameronFredman As I understand, he wants to place irregular shaped buildings on a map without said buildings overlapping. Or something. –  petervaz Mar 13 '13 at 18:02
    
@CameronFredman Exactly, apologies for not being clear enough! I will update the question. –  Superflat Mar 14 '13 at 6:20
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1 Answer 1

Okay, so I'm not 100% on what your trying to achieve but I think I got the gist, here's a few ideas to get you going:

  • First off you could easily cut down a lot of your algorithms calculations by adding each cell populated by a building, into a closed cell list. Then run the same calculations but on that list only.

  • Another approach could be to use a Quadtree data structure, again this is greatly cut down the calculations, this may work better in the sense you could grab a chunk of your map cells containing the building and run your pattern matching algorithm just like you were doing for the whole map.

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I see the value of the quadtree structure but my question is a bit more low level. I will edit my post. –  Superflat Mar 13 '13 at 14:02
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