Questions tagged [data-structure]

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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Separating Game code and Engine code

I've decided to take on a challenge of making 16 c++ games based on this challenge from FamTrinli, I'm using SDL + OpenGL. I've created a simple 2D game in the past, but I didn't like the code ...
koogel's user avatar
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How can I handle voxels that require extra data in my octree?

I am using octrees as an efficient way to store voxel data in a voxel game. The details of my octree implementation can be found here, but in a nutshell, each node is 16 bits, and the most significant ...
user16217248's user avatar
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Euro Truck Simulator Standard Telemetry Format

My son's enjoying Euro Truck Simulator 2 on a Windows PC. I've ben looking a the SDK to extend its functionality. I thought it would be useful to serve the telemetry and build a physical dashboard ...
KDM's user avatar
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What is the recommended way of storing large sets of organized, immutable data in Unity?

Since I'm making an RPG in Unity, I need a place to store all the possible moves/attacks in the game. These have the following properties: there will be a very large number of them, in the hundreds ...
Labba's user avatar
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How to add a slot to processing queue using a ring buffer with three pointers?

I am working on a farm game made in C. I am currently working on adding item processing, such as milling wheat into flour. Under the hood, I am using a ring buffer to handle the queues for processing. ...
Dotz0cat's user avatar
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What is the best way to store level data in HTML5

I am currently making a game in HTML5 using canvas, and it is currently just 1 js script and HTML file with references to png files for assets. Right now, I have the level data baked into the script, ...
Stormzy18's user avatar
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Fortnite files structure - how to find quest description?

Fortnite files can be discovered with FModel. This is unreal engine project. I would like to understand how it works. For ex., I found the following record at AssetRegistry.json: ...
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Group voxels into object?

I'm working on Voxel editing software, and I need to have the ability to group voxels into objects. As for simple editing, I'm using the following data structure: Chunk - represents a fixed 3d grid ...
Sergey Sharpov's user avatar
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Is there a name for a game world structure composed of component trees?

im having trouble phrasing the issue, so apologies if the title isn't correctly descriptive. I'm creating a basic game engine for the first time and have an idea for setting up the worlds data. The ...
noob456's user avatar
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Data structure for storing / looking up type objects representing different item types

I'm still learning C++ and am no way an expert so I could be conceptualizing this wrong. I'm having trouble getting the right data structure for items in my game. I don't need actual object instance ...
noob456's user avatar
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Loading game state before first save has occurred (chicken/egg problem)

I've learned that storing and loading game saves is commonly done by serializing runtime data into binary files and then loading in those binary files de-serialized to reconstruct the runtime state ...
Michael Moreno's user avatar
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Should the state object be defined inside the actual object? For Save/Load purpose

I have a class Furniture with a subclass of FurnitureState where all the "live" data will be stored. During gameplay when the furniture will be turned off or relocated (Player action) it ...
RobinHood's user avatar
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1 answer
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Where to Save Health on Character with Behavior Tree - UE5

I've looked but havn't been able to find a the workflow for this searching online. I have an NPC, with a behavior tree. Right now it just moves around the map. It's supposed to have a health variable, ...
Candle's user avatar
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How to separate player state on shared object?

I'm new to game dev and I'm learning about quadtrees for planet rendering. I'm curious on how do I separate player state with quadtrees. For example I have a ship A that's getting close to a planet, ...
Memory1's user avatar
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How do I cast a float4 to a float[4]?

I've a RGBA16F texturecube for 4 pointlights shadows rendered in one pass. Each color channel stores the object to light distance for one pointlight shadow (e.g red channel is for light 0 and so on). ...
philB's user avatar
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Best way to save game in story game

In a while I plan to create a story game that would have different routes and endings and I was wondering what would be the best way to save a game of a game like this, if it would be a folder, ...
Noel's user avatar
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2 answers
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How would you structure a CSV file to load level data for a Match3 puzzle game

Am facing a bit of a problem regarding the structure of a CSV file that will be used to generate levels in a match3 game, my in-engine data structure is the following: ...
alaslipknot's user avatar
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How do I handle a non-hierarchical, referential network of game data?

I've been using JSON to store a lot of my game's data. I love it compared to my previous workflow. Having a human-readable hierarchy of arbitrary information is a godsend. My needs have grown more ...
Lake's user avatar
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TRPG data structure

I have this question since a while now. In a TRPG game like Fire Emblem or Advanced Wars (or even in something simpler like a chess game) with tiles and units, you need to store where each unit is in ...
STK Oscar's user avatar
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1 answer
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How is data regarding items in RPGs and other loot-based games stored and implemented?

I am currently practicing game design and development by implementing singular (or a small set) of mechanics in Unity. For example, -- and this is relevant towards the end -- I've just finished a ...
MightyOwl's user avatar
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How to convert large grid data to easily saveable format?

I'm trying to recreate the grid system from RimWorld, and I'm facing an issue when having to save the map, which can be up to 500x500 tiles in size. My map has multiple layers, the base layer is ...
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What data structure do I use to store Archetypes in ECS?

I am implementing an ECS with "archetypes" similar to how they are defined in Unity: A unique combination of component types is called an Archetype. For example, a 3D object might have a ...
EnderShadow8's user avatar
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Organising gameobjects into multiple lists

I have a very simple little game that consists of a player, zombies, food, and treasure. It's all automated. The player will walk towards a zombie and shoot within a certain distance, which costs ...
BBQSquirrel's user avatar
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Appropriate database schema for heroes' skills in a Tower Defense game? [duplicate]

In a Tower Defense game, each hero (or character) has some skills. Each skill has some "chance of appearance" (CoA for short) when attacking enemies and if appeared it has some "hit ...
duong_dajgja's user avatar
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Where to store polygons and polygon animation?

I thought about making something with ApeOut graphics long before it came out and its release motivated me to try - I'm having tons of fun but I stumbled upon a pickle. I can imagine storing polygons ...
cprn's user avatar
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Loading external file data into Scriptable Object in Unity

I've been at this for two long days, trying to figure out a way to handle saving and loading data for a mobile puzzle game I'm working on. The game has level packs and each level pack has multiple ...
Norbert's user avatar
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223 views

Data structure backing tile-based map?

I'm building a tile-based game with a similar art style as Stardew Valley, but have a few questions around technique. My understanding is that it's best to store the maps as a byte array of tile ids ...
Adam Arthur's user avatar
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How do multiplayer turn based games handle computation

I am building a turn based multiplayer simulation game that at the end of each turn takes all of the users inputs/actions then compiles all the data and interactions returning the result of the ...
Branson Boggia's user avatar
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1 answer
959 views

How can I load and store data for a large map in Unity

I'm working on a tower defense game. I have this structure: int array (public int[,,,] gridArray = new int[2000, 2000, 9, 9];) that I'm using as a map-bible; by ...
0ne Man shooter's user avatar
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Data structure for objects in a galaxy of star systems

I'm having some difficulty coming up with the appropriate data structure to use for a game. I'm aiming for a galaxy view with tens of thousands of visitable star systems. Structure Hierarchically, ...
Basic's user avatar
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Is naming convention a good base for a sorting and tagging system for game assets?

TLDR: what are the pros and cons of using a naming convention for tagging and sorting game assets? for the UI to search and handle it for devs and gamers to move files around I am building a game ...
formatc2013's user avatar
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How to make a snake game where each snake tile follows it's connected tile

I want to make a basic snake game. It has a head and a series of tails that occupy a tile in a grid. The first tail in the series is adjacent to the head. and each tail that comes after is adjacent to ...
eguneys's user avatar
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3 votes
2 answers
178 views

How to store and update presentation strings describing effects with parameters?

Consider this spell: As you can see in my design a Spell is a composition of one or more Effects. An Effect has properties on ...
Josh Sanders's user avatar
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3 answers
921 views

How to smooth a voxel mesh?

Currently I have refined voxels, I want to smooth it to achieve accurate projection. After some web search, I came across smoothing algorithms such as Catmull-Clark, Doo-Sabin etc. Along with this, I ...
Aravindh SK's user avatar
4 votes
1 answer
225 views

Data structure for collecting entities for instanced rendering

My game, a citybuilder, has many simple entities that rendered via glDrawArraysInstanced. A large city has over 600,000 entities, but most of those entities are one of a few hundred meshes. Every ...
Lone Pine's user avatar
2 votes
0 answers
186 views

How can a system similar to Dwarf Fortress' legends mode be implemented?

In Dwarf Fortress, nearly everything that happens during world generation is logged and viewable in legends mode. An XML file containing that information can be exported and loaded into a utility such ...
Austin's user avatar
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1 answer
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Behavioural Items with ScriptableObjects

My game has an item system that is relatively small compared to most of the RPGs, but it is pretty similar to the games like Half-Life and Counter-Strike where you have an inventory consists of ...
Masea's user avatar
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Efficient system to reach the "parent" variable

I've been stuck doing this in a very inefficient way and really want to know if there's some design pattern that solves this because it seems like a pretty common problem to have. I have a system ...
Taceo's user avatar
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How to organize objects in a tile-based game

I'm currently developing a tile-based RPG from scratch using C++ and SFML2. So far, I got the map rendering and collision detection working just fine and in a clean, maintainable way. The next step ...
Benjamin Weps's user avatar
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195 views

Help deciding data structure for spatial partitioning, using only value-types in c#

I simply want to implement some sort of grid where I can sort units in an RTS into cells, and then for each unit check to avoid other units and attack other units, in 2d. My map grid is currently 10 ...
Tree3708's user avatar
2 votes
1 answer
437 views

Json Libgdx serialize / de-serialize a Object Map of Object Maps

Any one have any ideas on how I can serialize / de-serialize an ObjectMap<Enum, ObjectMap<String, Object>>(); (Object is usually a String Integer ...
Macmanmatty's user avatar
1 vote
1 answer
374 views

How to handle data for a competitive multiplayer games

I am kinda new to Multiplayer Games and I am really wondering how I should handle my data Should each player send and update their data to the database (server) everytime one of their essential ...
Fvnex's user avatar
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3 votes
2 answers
145 views

Is there a generic name for the "layered" dictionary typically used in mod-capable games?

I'm asking here rather than on SO/SE/CS because I'll probably have less to explain what I'm talking about... I hope a lot of the users here are familiar with how many games implement modding (or ...
Fizz's user avatar
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0 votes
1 answer
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Good data structure for storing graph-like map

I'm creating a strategy-based kingdom expansion game, where you start with one city and try to expand as far as possible from there. All the cities fit on a hexagon-grid and are connected by the edges ...
Sarah's user avatar
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-2 votes
2 answers
481 views

How to store a Transform[,] grid in an ArrayList?

I am new to Unity game dev and trying to expand my knowledge of data structs. I'm building a match-3 game, and I currently have a multi-dimensional ArrayList holding transform coordinates on a grid of ...
Amanda Adler's user avatar
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2 answers
265 views

Querying game objects in real-time

I'm thinking about working on a game where I need to find all the objects matching certain properties. For instances I might need to look up all the objects... Producing gold. Whose level is 5 or ...
peoro's user avatar
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0 votes
1 answer
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How do I keep historical variable value tied to certain period of time?

I'm currently trying to figure out how I can keep ever-changing variable values and make it available for other classes to access the said variables. In my example, I have the following: ...
itchigo_kurosaki's user avatar
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Best data types for DNA, edibles and creatures

So I am making a sort of continuous evolutionary system in the Unity3D engine. Currently I have a DNA class that has values that gets applied to a Creature object on initializing e.g.: ...
Arne de Beer 's user avatar
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1 answer
273 views

Is it possible to customize the Scriptableobject inspector for Simple level data, without the use of PropertyDrawers?

I've invented an innovative, new game mechanic for Bricker Breaker Quest and want to create a quick prototype to recruit a game development team. After wasting a week researching the best way to ...
MXMLLN's user avatar
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6 votes
3 answers
977 views

How to store relations between NPCs?

For an RPG I want to generate a world with lots of NPCs, and the NPCs all have relations to eachother. They can be eachothers parents, children, siblings, friends, bosses, lovers, lieges, vassals, etc....
PaulMag's user avatar
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