Timeline for How to efficiently (no pointers) store hex grid with shared edges and vertices?
Current License: CC BY-SA 4.0
6 events
when toggle format | what | by | license | comment | |
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Feb 18, 2019 at 6:00 | history | tweeted | twitter.com/StackGameDev/status/1097375326315995136 | ||
Jan 31, 2019 at 18:14 | comment | added | Max | @PatrickHughes a hex grid in a 2d array can still be stored in RAM. I also understand the desire to not have pointers everywhere: that introduces lots of potential bugs and can make random access more challenging. | |
Jan 31, 2019 at 0:38 | comment | added | Patrick Hughes | Are your memory issues really bad enough to spend CPU cycles and complexity instead of RAM for the map? Also, if you're doing 3D rendering/texturing then shared vertices will cause UV mapping problems. | |
Jan 30, 2019 at 18:53 | answer | added | Max | timeline score: 5 | |
Jan 30, 2019 at 17:00 | review | First posts | |||
Feb 1, 2019 at 21:34 | |||||
Jan 30, 2019 at 16:56 | history | asked | Sergey | CC BY-SA 4.0 |