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Added proper formatting
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PeeS
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Questions i can't figure answers due to the map/entitiesQuestions This sounds simple but that initial design yethas an effect on later development. Examples:

What happens later when for an example NPC would have to attack player?What happens later when for an example NPC would have to attack player?

How from the NPC class the logic knows where is the player located or if he (NPC) can move right ? - having no idea about the map. Should i pass the MAP pointer to the AI logic ?How from the NPC class the logic knows where is the player located or if he (NPC) can move right ? - having no idea about the map.

Which is the proper way to go to separate the logic and make all of the above simple ?Should i pass the MAP pointer to the AI logic ?

Which is the proper way to go to separate the logic and make all of the above simple in future stages of development ?

Questions i can't figure answers due to the map/entities design yet:

What happens later when for an example NPC would have to attack player?

How from the NPC class the logic knows where is the player located or if he (NPC) can move right ? - having no idea about the map. Should i pass the MAP pointer to the AI logic ?

Which is the proper way to go to separate the logic and make all of the above simple ?

Questions This sounds simple but that initial design has an effect on later development. Examples:

What happens later when for an example NPC would have to attack player?

How from the NPC class the logic knows where is the player located or if he (NPC) can move right ? - having no idea about the map.

Should i pass the MAP pointer to the AI logic ?

Which is the proper way to go to separate the logic and make all of the above simple in future stages of development ?

Code clear again for 2nd approach
Source Link
PeeS
  • 485
  • 6
  • 15

Questions i can't figure answers due to the map/entities design yet:

What happens later when for an example NPC would have to attack player?

How from the NPC class the logic knows where is the player located or if he (NPC) can move right ? - having no idea about the map. Should i pass the MAP pointer to the AI logic ?

Which is the proper way to go to separate the logic and make work simplerall of the above simple ?

Which is the proper way to go to separate the logic and make work simpler?

Questions i can't figure answers due to the map/entities design yet:

What happens later when for an example NPC would have to attack player?

How from the NPC class the logic knows where is the player located or if he (NPC) can move right ? - having no idea about the map. Should i pass the MAP pointer to the AI logic ?

Which is the proper way to go to separate the logic and make all of the above simple ?

Code clear again for 2nd approach
Source Link
PeeS
  • 485
  • 6
  • 15

RogueLike - analysis paralysisMap and Entities - how to store it? C++

The same question applies for rendering, When rendering. WithWhich is the initial design i would haveproper way to

  1. Render the map first
  2. Render entities next

instead of

  1. Render the map + entities in one (for... loop)

What's your opinion / suggestion - any pitfalls you see that can show up later go to separate the logic and make work simpler?

RogueLike - analysis paralysis? C++

The same question applies for rendering, When rendering. With the initial design i would have to

  1. Render the map first
  2. Render entities next

instead of

  1. Render the map + entities in one (for... loop)

What's your opinion / suggestion - any pitfalls you see that can show up later?

RogueLike - Map and Entities - how to store it?

Which is the proper way to go to separate the logic and make work simpler?

Code clear again for 2nd approach
Source Link
PeeS
  • 485
  • 6
  • 15
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Source Link
PeeS
  • 485
  • 6
  • 15
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