Skip to main content

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.

Filter by
Sorted by
Tagged with
0 votes
1 answer
91 views

I would like to implement a LoD algorithm to my 3D game in order to simplify meshes at certain distances from the player. My meshes are created / loaded using a VBO, so the vertex data is stored in a ...
Kelan's user avatar
  • 203
2 votes
2 answers
332 views

I am creating a procedural map using delaunay triangulation and an MST. I'd like to have a bit more control over my final graph. Like when i was looking looking at the MST I wondered how I can connect ...
Madmenyo's user avatar
  • 1,969
2 votes
1 answer
178 views

In my game, I keep a list of all clients currently connected to the server and a list of all actors in the game. Each actor is "relevant" ( currently replicating ) to 0 or many clients, and each ...
user avatar
0 votes
1 answer
146 views

Is it possible to setup something sort of like a class in C++ but in c in the simplest terms? I want to avoid using c++ but I would like to create a simple struct that has glsl shader program. for ...
sean's user avatar
  • 3
1 vote
1 answer
452 views

On a Navmesh Grid, all nodes are essentially vertices or turn-points so the returned path is efficient in that it only involves points where an entity must change its direction. A grid path, however, ...
JPtheK9's user avatar
  • 2,031
1 vote
2 answers
1k views

I want to make cutscenes etc, in my game. I thought of a similar System like in the RPG Maker: If you enter a certain Area, a list of commands and arguments is played. E.g. like this: [Move Object:...
Raildex's user avatar
  • 812
1 vote
1 answer
886 views

As the title says, I'm toying around with developing a 2D space RTS game. All of my units are spaceships that basically just shoot at one another, but they have to do a variety of other things as well:...
rawa's user avatar
  • 11
1 vote
3 answers
1k views

How can I store a large amount of items inside my game? Are each of the items default data be loaded from a file into an item class and then stored in a giant array/list/dictionary? For a point of ...
Robert Stivanson's user avatar
0 votes
2 answers
546 views

My project has upwards of 3000 2D objects but not all of them collide with each other. Between each object that can collide, a CollisionPair is created and stored inside a flattened array. Currently, ...
JPtheK9's user avatar
  • 2,031
3 votes
2 answers
3k views

i'm working with the Ashley Entity-Component-System (related to libGDX) to program a server-side simulation for an online game and i stumbled upon a serious performance drawback, that is probably ...
VaTTeRGeR's user avatar
  • 786
9 votes
1 answer
5k views

Is there any good reason for tiles (e.g. Minecraft's) to be 16×16? I have a feeling it has something to do with binary because 16 is 10000 in binary, but that ...
Ben Hollier's user avatar
0 votes
1 answer
301 views

I am currently working on a city generator, and I've ran into some issues with data storage while working on the roads. I currently use a doubly-connected edge list (DCEL for short), to store the road ...
user975989's user avatar
3 votes
1 answer
737 views

I'm going over different ways to implement attacking in a "dungeon crawler". What I have kind of abstracted out... There are 2 kinds of people, The Player, and the enemies, these are both living ...
DidIReallyWriteThat's user avatar
-1 votes
2 answers
121 views

Currently when launching the client of the game, it connects to the server and loads all the cachedata in a normal form (= folders, .txt files and .png files). However I don't like that the players ...
minisurma's user avatar
1 vote
4 answers
3k views

I was trying to come up with a structure for a simple TD game that has following elements Tower Each Tower has a set of properties like range, damage, health etc There could be different types of ...
ckzilla's user avatar
  • 415
1 vote
2 answers
1k views

Im having a few issues trying to figure out what the best data structure to use for storing bubbles on the grid, and how to connect new bubbles to the grid when a moving ball collides with a ball on ...
iNFiNiTY's user avatar
3 votes
1 answer
215 views

Suppose there are many line segments on a plane (2D scene) and I would like to redraw only small portion ("window") of the whole scene. The scene is dynamic, meaning one can add/remove/transform lines....
Ecir Hana's user avatar
  • 131
3 votes
2 answers
7k views

I've read several documents on how to manage game type data: Would it be better to use XML/JSON/Text or a database to store game content? How to choose how to store data? Im developing an offline ...
Aggressor's user avatar
  • 233
1 vote
2 answers
423 views

I am trying to understand how, from an abstract sense, scene graphs should be organized. Say that in a game, there is a scene where the user is inside a house. The house has four walls, and on one ...
Zac's user avatar
  • 113
1 vote
2 answers
512 views

For my multiplayer game, I'm trying to figure out a system to send multiple pieces of data from one client to another and separating pieces of data. When sending a message, all parameter data has to ...
JPtheK9's user avatar
  • 2,031
23 votes
3 answers
4k views

What is the most elegant way to implement a command ordering system for AI? for example in dwarf fortress when you mark a forested area for wood cutting, the dwarfs then would do the following ...
jedt's user avatar
  • 333
3 votes
2 answers
653 views

I am currently implementing an object buffer, which stores all the objects used in the game at one place. All other components of the game, like the user interface, the level loader, etc, add objects ...
The Light Spark's user avatar
1 vote
1 answer
252 views

My game has a 'chunk' engine similar to Minecraft's but in 2 dimensions. Each chunk is a square of 32 by 32 tiles. What I want to do is generate a defined shape across multiple chunks without ...
ben's user avatar
  • 117
2 votes
2 answers
261 views

For my current game I'm working on I've decided to implement a custom model class to store my models in. Reasons being is that I want to make adding new models as painless as possible for the rest of ...
Seta's user avatar
  • 1,398
2 votes
3 answers
283 views

I have a list of entities that looks like [{x,y,width,height}, {x,y,width,height}, ...]. This list is non-discreate, It doesn't follow a grid. entities can be ...
kevzettler's user avatar
0 votes
0 answers
203 views

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 dynamically,...
Mystra007's user avatar
  • 101
1 vote
2 answers
4k views

I am working on A* pathfinding in Unity, using C#. I am implementing Dijkstra's shortest path algorithm. I have a Dictionary with nodes as keys and corresponding ...
ckzilla's user avatar
  • 415
1 vote
1 answer
440 views

Coming from XNA, I would use the content pipeline and create XML files for game objects. However, if I changed something in the XML, I would need to do a rebuild of the project so it will create the ...
Ethosik's user avatar
  • 121
-1 votes
2 answers
93 views

I am aiming to create an Enum for a terrain_surface_layer.type property. The 3 types of terrain_surface layers I wish to implement are the following: Single - only a single type of terrain_surface is ...
dlots's user avatar
  • 133
1 vote
3 answers
1k views

Currently I save those blocks in my map that could be colliding with the player in a HashMap (Vector2, Block). So the Vector2 represents the coordinates of the blog. Whenever the player moves I then ...
Solom's user avatar
  • 21
1 vote
1 answer
967 views

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 ...
Code-Guru's user avatar
  • 111
1 vote
1 answer
1k views

I've been looking closely at how Animal Crossing (for GameCube) creates town maps, and as far as I can tell, it's something like this: The town is made up of a 5x6 grid of acres. Each acre is 16x16 "...
Deozaan's user avatar
  • 78
0 votes
1 answer
186 views

I'm looking for your thoughts on the best way to store map data. I need to store data for territory ownership for each pixel on the map. The data for each pixel is as such: ...
user48941's user avatar
0 votes
2 answers
4k views

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 ...
AJ Weeks's user avatar
  • 113
2 votes
1 answer
1k views

I used to encode the whole inventory data into binary but I'm thinking of doing something different now. The inventory has a 64 slots in an 8×8 grid. Large items like weapons fill up 6 to 8 ...
majidarif's user avatar
  • 241
2 votes
1 answer
3k views

Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is ...
user3002473's user avatar
0 votes
1 answer
124 views

My question if about resource management. Is it a good idea to store resources like Sounds in an array and then make a second array(lets call this SoundCollections) as a sort of reference table(name + ...
user389006's user avatar
23 votes
1 answer
38k views

I have a spell system I am creating, the principle is as follows: Each spell is an autonomous prefab. It contains a script with some properties (base damage, duration...) that can be modified in the ...
nialna2's user avatar
  • 930
2 votes
1 answer
685 views

I've recently discovered the power of Quadtrees and Octrees and their role in culling/LOD applications, however I've been pondering on the implementations for a Dynamic Quad/Oct Tree. Such tree would ...
KKlouzal's user avatar
  • 242
1 vote
0 answers
777 views

I'm building a game in Flash similar to the structure of Angry Birds or Cut the Rope (where there are a number of "rooms" and unique levels created within each "room"). The user gets through the game ...
mintfiend's user avatar
6 votes
2 answers
1k views

I'm attempting to store vertex data in a quadtree with C++, such that far-away vertices can be combined to simplify the object and speed up rendering. This works well with a reasonably flat mesh, but ...
KKlouzal's user avatar
  • 242
2 votes
2 answers
1k views

I'm making a Pokemon MMO Game with Unity + SmartFoxServer/MySQL. At the moment I'm creating the base structure for the database. If you are not familiar with Pokemon Games, every Pokemon can learn ...
Fr0z3n's user avatar
  • 230
0 votes
1 answer
244 views

I need a little help with structuring my map. I want to make it efficient but I'm not sure if there's a better way to do this: ...
Dave's user avatar
  • 202
2 votes
2 answers
2k views

Is there any method more effective than quad-trees for storing and searching sets of points that are not spread uniformly on the plane? I need to be able to add, remove and search for points that are ...
AturSams's user avatar
  • 10.6k
0 votes
1 answer
697 views

I'm trying to create a 2D console game, where I have a player who can freely move around in a level (~map, but map is a reserved keyword) and interfere with other ...
Mahi's user avatar
  • 105
5 votes
2 answers
6k views

I am using SharpDX to render 3D graphics and i cannot get to work constant buffer in my shader since it contains an array. Currently it looks like this: ...
Croll's user avatar
  • 185
0 votes
1 answer
613 views

I am wonder me, whats the best data structure for a ship like in FTL. At first I thought its easy and I need only to make a array with the rooms(Tiles). But than I noted, that I must put somewhere the ...
user2933016's user avatar
3 votes
2 answers
2k views

I've been trying to build my entity system based on pure SQL data storage as explained in this post series. The idea is that every entity or component is stored in an SQL table. I created my framework ...
nialna2's user avatar
  • 930
1 vote
1 answer
1k views

To clarify things a bit: I want to create a kind of database for my game, that simply is a class that stores all game-state information like object positions, player scores, etc. The main problem I ...
akaltar's user avatar
  • 1,681
0 votes
2 answers
1k views

in a tilegame, how can we use several tiles for 1 object? I thought I could add each tile in a json file, with the type and its coordinates, like : ...
Paul's user avatar
  • 679

1 2 3
4
5
7