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 ...
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 ...
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 ...
As part of my simple Ruby 2D game development framework, my game objects have position (x and y values) and size (width and height). class MyGameObject attr_accessor :x attr_accessor :y ...
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 ...
I'm well aware of how to detect if two or more 2D objects collide but I'm interested in how to decide whether to check for a collision. In previous projects, I just had every object check against ...
I am working on a client-server architecture game, its a 2D top view adventure. My main focus for the map system right now is to have editable terrain, that will actually change in realtime to other ...
I'm about to program a copy of Mario in Java. I'm thinking on 2 representations/data structures for the levels but I'm not sure which one should I choose: A 2D integer array. A quadtree to divide ...