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
23 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 ...
1
vote
1answer
35 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 ...
1
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1answer
30 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
79 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
17 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
217 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 ...
0
votes
1answer
79 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
15 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
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1answer
41 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
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1answer
37 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
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1answer
77 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
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1answer
93 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 ...
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3answers
101 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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votes
2answers
49 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, ...
2
votes
2answers
179 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
430 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
171 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
157 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 ...
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votes
2answers
67 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 ...
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4answers
193 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 ...
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0answers
34 views

How to implement data structures for shaders

I'm currently researching computer graphics and esp. how to combine research and it's practical applications. To get started I wanted to implement the methods used by a few papers. First of which I ...
1
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2answers
141 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 ...
1
vote
1answer
79 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
736 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 ...
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2answers
76 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
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2answers
99 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
2k 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
204 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
81 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
99 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
113 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
85 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
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0answers
81 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 ...
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vote
2answers
760 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
154 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
59 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
339 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
200 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
202 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 ...
0
votes
1answer
104 views

Array of map data

I'm looking for your thoughts on the best way to store map data. I need to store data for territory ownership for each pixel on the map. The data for each pixel is as such: Player 1 points: 24 ...
0
votes
2answers
533 views

What are some ways to store level data in a game like Gunpoint? [closed]

Gunpoint is a 2D stealth game available here. I was wondering how you might go about storing level data for a game like this. I'm mostly concerned about how the collision detection is saved. There are ...
2
votes
1answer
198 views

How should I store grid-based character inventories in the database?

I used to encode the whole inventory data into binary but I'm thinking of doing something different now. The inventory has a 64 slots in an 8×8 grid. Large items like weapons fill up 6 to 8 ...
1
vote
2answers
278 views

Best way to store a large amount of game objects and update the ones onscreen

Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is ...
0
votes
1answer
68 views

assets access with index offsets

My question if about resource management. Is it a good idea to store resources like Sounds in an array and then make a second array(lets call this SoundCollections) as a sort of reference table(name + ...
10
votes
1answer
6k views

How to edit key-value pairs (like a Dictionary) in Unity's inspector?

I have a spell system I am creating, the principle is as follows: Each spell is an autonomous prefab. It contains a script with some properties (base damage, duration...) that can be modified in the ...
3
votes
1answer
363 views

Dynamic Quad/Oct Trees

I've recently discovered the power of Quadtrees and Octrees and their role in culling/LOD applications, however I've been pondering on the implementations for a Dynamic Quad/Oct Tree. Such tree would ...
0
votes
0answers
307 views

Big game in Flash - how to create levels structure

I'm building a game in Flash similar to the structure of Angry Birds or Cut the Rope (where there are a number of "rooms" and unique levels created within each "room"). The user gets through the game ...
6
votes
2answers
293 views

How do I simplify terrain with tunnels or overhangs?

I'm attempting to store vertex data in a quadtree with C++, such that far-away vertices can be combined to simplify the object and speed up rendering. This works well with a reasonably flat mesh, but ...
2
votes
1answer
309 views

Pokemon Game - MySQL Data Structure

I'm making a Pokemon MMO Game with Unity + SmartFoxServer/MySQL and at the moment i'm creating the base structure for the database. But i'm stuck because i don't know the best structure for the moves ...
0
votes
1answer
111 views

Possibly a more efficient way to structure my game's map?

I need a little help with structuring my map. I want to make it efficient but I'm not sure if there's a better way to do this: public class Map { Chunk[][] Chunks; Object[] Objects; } public ...