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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15
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5answers
1k views

Why is chunk size often a power of two?

There are many Minecraft clones out there and I am working on my own implementation. A principle of terrain rendering is tiling the whole world in fixed size chunks to reduce the effort of localized ...
2
votes
1answer
112 views

Managing different utility classes between engine and libraries

I'm currently in updating some engine code (which does not work, so it is more like creating a engine). I've decided to swap over to SFML (instead of my own crappy renderer, window manager, and ...
3
votes
1answer
844 views

Best practice for organizing/storing character/monster data in an RPG?

Synopsis: Attempting to build a cross-platform RPG app in Adobe Flash Builder and am trying to figure out the best class hierarchy and the best way to store the static data used to build each of the ...
4
votes
2answers
322 views

Space-efficient data structures for broad-phase collision detection

As far as I know, these are three types of data structures that can be used for collision detection broadphase: Unsorted arrays: Check every object againist every object - O(n^2) time; O(log n) ...
1
vote
1answer
488 views

Data structures for a 2D multi-layered and multi-region map?

I am working on a 2D world editor and a world format subsequently. If I were to handle the game "world" being created just as a layered set of structures, either in top or side views, it would be ...
1
vote
1answer
423 views

How do I simplify a 2D game grid for level management while keeping its by-pixel features?

(I cross-posted this from StackOverflow as this seems to be a more appropriate f̶o̶r̶u̶m̶ community. I've looked around a little here and I did not find an answer, so I hope this is not a recurring ...
0
votes
2answers
433 views

map data structure in pacman

i am trying to make a pacman game in c# using GDI+, i have done some basic work and i have previously replicated games like copter-it and minesweeper. but i am confused about how do i implement the ...
0
votes
1answer
162 views

Using NumPy arrays as 2D mathematical vectors?

Right now I'm using lists as position, velocity, and acceleration vectors in my game. Is that a better option than using NumPy's arrays (not the standard library's) as vectors (with float data ...
1
vote
1answer
153 views

Direct3d - Code structure

I'm learning directx in a master's degree and they taught us to have a GraphicsLayer class which is the one connecting with the direct3d library. That way this class is completly independent from the ...
2
votes
1answer
172 views

Ray Tracing concers: Efficient Data Structure and Photon Mapping

I'm trying to build a simple ray tracer for specific target scenes. An example of such scene can be seen below. I'm concerned as to what accelerating data structure would be most efficient in this ...
2
votes
1answer
365 views

Object detection in bitmap JavaScript canvas

I want to detect clicks on canvas elements which are drawn using paths. So far I have stored element paths in a JavaScript data structure and then check the coordinates of hits which match the ...
1
vote
1answer
74 views

Data model for unlockable card collection

My game has a collection of cards (about 64) that are unlocked (one by one) provided that 4 items are collected/gained in the game. Right now the deck of cards is modeled with a plist file, like ...
-4
votes
2answers
212 views

Read only array, deep copy or retrieve copies one by one? (Performance and Memory) [closed]

The question is asked regarding an environment with garbage collection.(Java, AS3) I am writing a level editor using MVC and the view needs to have read only access to the data in the model for ...
2
votes
2answers
492 views

Game Database Connectivity Java

I'm developing a simple multi-player puzzle game in Java. Both players should be able to view the same game board on his own computer. Then, when one player makes an action in the game (ex. drags an ...
2
votes
2answers
748 views

Data structure for bubble shooter game

I'm starting to make a bubble shooter game for a mobile OS. Assume this is just the basic "three or more same-color bubbles that touch pop" and all bubbles that are separated from their group ...
1
vote
2answers
320 views

Best practice for designing a risk-style board game

I'm just trying to figure out how to set up the code for a game like risk... I would like it to be extensible, so that I can have multiple maps (ie- World, North America, Eurasia, Africa) so ...
5
votes
2answers
1k views

Custom extensible file format for 2d tiled maps

I have implemented much of my game logic right now, but still create my maps with nasty for-loops on-the-fly to be able to work with something. Now I wanted to move on and to do some research on how ...
2
votes
1answer
361 views

Which data structure should I use for dynamically generated platforms?

I'm creating a platform type of game with various types of platforms. Platforms that move, shake, rotate, etc. Multiple types and multiple of each type can be on the screen at once. The platforms will ...
4
votes
2answers
1k views

RPG Monster-Area, Spawn, Loot table Design

I currently struggle with creating the database structure for my RPG. I got so far: tables: area (id) monster (id, area.id, monster.id, hp, attack, defense, name) item (id, some other values) loot ...
5
votes
1answer
337 views

Settlers-like terrain representation

Remember this beauty? I'm playing it now on my old Amiga 1200. Settlers 1 My question is: How do you think they represented the terrain, data structure wise? Obviously it's some kind of points, with ...
0
votes
1answer
270 views

What data structure should I use for a 3D platformer game?

I am developing a platformer game with XNA framework like Metroid but in 3D. Now I have to draw models and I have the question of the title. I read many post and I know that the main data structures ...
0
votes
1answer
168 views

Design patterns for effects between actors and technology

I'm working on my first game, and taking the opportunity to brush up my C++ (I want to make as much of it as portable as I can.) Whilst working on the technology tree and how it affects actors ...
8
votes
6answers
779 views

How can I store all my level data in a single file instead of spread out over many files?

I am currently generating my level data, and saving to disk to ensure that any modifications done to the level are saved. I am storing "chunks" of 2048x2048 pixels into a file. Whenever the player ...
3
votes
1answer
474 views

Tic-Tac-Toe game AI

I'm looking into creating a simple tic tac toe/noughts and crosses game in Actionscript3 and am trying to understand the ideas behind the AI used in a game like this. I've seen some simplistic ...
0
votes
2answers
255 views

Storing and sending English word list using trie data structure

I was planning on making a word based game something like Scramble or Boggle. I searched on the internet and found that one of the best way to store the Word List is by using a trie. My question: Is ...
0
votes
2answers
745 views

Game Logic - Tree Based Game Design

I'm trying to write an easy to use and extremely modifiable game engine in C++. I was thinking about using a tree to store game data. All objects would inherit a from the Node class and would have ...
1
vote
2answers
142 views

Implementing an existing (but out of print) game electronically

One of my favorite games is the old Avalon Hill class, PanzerBlitz. I would like to implement it electronically, and have a couple questions related to that: Would I be in legal trouble if I do ...
-4
votes
1answer
216 views

Database structure for level packs, levels and level information

I have a game which shall consist of several level packs (and also be extended by additional level packs). Each level pack should contain some levels. Each level will have its own level information. ...
1
vote
1answer
649 views

game data structures

I am working on a game that will be a 3D-shooter (camera trailing player), and want to impose some architecture on the game being that a level is composed of rooms where each room can hold ...
1
vote
2answers
822 views

Isometric game data structure and rendering

I'm starting development of a 2d isometric(tiled, roguelike) game and i'm brainstorming wich kind of data structure i would use to store runtime data like tiles and entities, but i don't want to use ...
3
votes
1answer
266 views

Storing game objects with generic object information

In a simple game object class, you might have something like this: public abstract class GameObject { protected String name; // other properties protected double x, y; public ...
9
votes
3answers
473 views

How to add a sound that an enemy AI can hear?

Given: a 2D top down game Tiles are stored just in a 2D array Every tile has a property - dampen (so bricks might be -50db, air might be -1) From this I want to add it so a sound is generated at ...
1
vote
2answers
237 views

How to track and find entities within radius in realtime game?

What is best approach to implement tracking in real time for, say, 1000 npcs? Every frame update simple a square grid (remove or insert into linked list) and every time check in square radius? I tried ...
4
votes
1answer
404 views

How does Starcraft 2 load its metadata?

Lets say you are playing Starcraft 2 melee map. The game loads the map. Melee maps have the following dependencies: Liberty (Mod) Liberty Multi (Mod) I think the game engine will load the data ...
2
votes
2answers
135 views

A decent design for handling large creation/deletion of random objects?

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 ...
8
votes
1answer
614 views

How to represent cliff faces in terrain?

I'm trying to figure out the best way to programmatically represent terrain in my game. I've been considering using a heightmap (or grid of evenly spaced vertices) to represent the surface of the ...
0
votes
4answers
450 views

Is there an in memory data store that is feasible for real time, non-networked games?

I would like to know if anyone has recommendations or experience with using an in memory data store for a real time, non-networked game. This is not necessarily for loading levels or saving data, but ...
3
votes
2answers
1k views

Why can't I get a bool packed and aligned into a D3D constant buffer?

Alright, I'm having a hard time getting a bool packed and aligned into a hlsl constant buffer and I'm not sure why. Here is the buffer in hlsl cbuffer MaterialBuffer : register(b1) { float3 ...
11
votes
4answers
2k views

How to continuously find all entities within a radius efficiently?

I have a very large number of entities (units). On each step, each unit needs to know the positions of all units near it (distance is less then given constant R). All units move continuously. This is ...
16
votes
1answer
1k views

What are the pros and cons of these voxel data file formats?

.VXL .VOX .KVX .KV6 .V3A .V3B I am trying to decide whether it's worth going with any of the above, or some other, or if I should roll my own. The deciding factors in order of importance are: ...
2
votes
2answers
472 views

Best way to traverse triangles in a mesh

I'm implementing non-projective decals. As described in many places (ie: lengyel in the gpg2) I first need to detect all triangles that lie within some sort of frustum. Besides obvious brute-force ...
2
votes
1answer
111 views

What's a good way to store a series of interconnected pipe and tank objects?

I am working on a puzzle game with a 6 by 6 grid of storage tanks that are connected to up to 4 tanks adjacent to them via pipes. The gameplay is concerned with combining what's in a tank with an ...
8
votes
2answers
831 views

In a 2D tile-based game, how should NPCs and tiles reference each other?

I'm making a tile engine for 2D games (seen from the top). Basically the world is composed of a grid of tiles. Now I want to put for instance NPCs that can move on the map. What do you think is ...
3
votes
1answer
451 views

Better data structure for a game like Bubble Witch

I'm implementing a bubble-witch-like game (http://www.king.com/games/puzzle-games/bubble-witch/), and I was thinking on what's the better way to store the "bubbles" and to work with. I thought of ...
8
votes
2answers
639 views

Where do I store strings? What's an efficient way of loading them?

I'm making a top-down RPG for iPhone. I'm using tilemaps (CCTMXTileMap) and the cocos2d-iphone engine. I've made a class that can handle loading maps and NPCs onto the screen, a class that handles ...
0
votes
1answer
330 views

What kind of data structure should I use for a resource container?

I am curious what kind of container would be the best choice for a resource container. BTree, binary search tree or something else? What like is the priority of the operations over it? So best ...
7
votes
4answers
830 views

How can I improve this enemy database implementation?

I'm developing an RPG and I'm at the point where I need to start building an enemy database. There's a couple challenges associated with this and a few solutions I've been considering. Here's what I ...
21
votes
4answers
1k views

What data structure should I use for a Diablo/WoW-style talent tree?

I'm considering implementing a talent-tree system for an online RPG, similar to that seen in World of Warcraft, where acquiring a skill unlocks the next "tier" beneath it in the tree. Does anyone ...
7
votes
2answers
221 views

Determining if player-created structure matches a template in a 3D block-based game

Disclaimer: this is one of those dreaded Minecraft-style questions, but I feel it's more a data structures and algorithms question I'm really new to 3D data structures and am wondering what the best ...
8
votes
3answers
4k views

Which data structure should be used to represent voxel terrain?

According to the Wikipedia page about voxels, "[...] the position of a voxel is inferred based upon its position relative to other voxels (i.e., its position in the data structure that makes up a ...