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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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I was using tinkering with vulkan and was wondering if a SSBO can store a mix of structs of different kind like shown in picture and pass offsets of the said structs to access them in shader.
Nobody's user avatar
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1 answer
133 views

In the context of game dev, what is the preferred memory to use to store structs like Entities or MapData which are large in size and have lifetimes lasting the entire game run-time. For example here ...
Syntax Error12's user avatar
2 votes
0 answers
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Background I'm making a platformer game, in C#, in Monogame. I've got a middling amount of experience with gamedev, having done some mini projects in Unity in the past and deciding I don't like a big ...
Jake Lawrence's user avatar
2 votes
2 answers
156 views

I'm using WebGPU and a storage buffer for rects. Currently I have this: ...
user29889977's user avatar
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0 answers
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I'm creating a game in C++ and raylib. This is a real-time isometric game, so it is technically 2D graphics, but the rooms have a 3D structure because there will be many blocks and other objects that ...
DrZ214's user avatar
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0 answers
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I am making a 2d rpg game that uses tiles to store the terrain data. Also the map is procedural generated infinite world type. I saw an approach called clipmaps to ...
Syntax Error12's user avatar
1 vote
0 answers
493 views

For Christmas, I got an NFC reader/writer for my PC, and about a dozen NTAG215 tags. I found this Amiibo Database on GitHub, but I found out the NFC files alone aren't enough for my New Nintendo 3DS ...
Alex's user avatar
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1 answer
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I'm ready to start working on a prototype of a 2D game. My game has a few phases it cycles through, two of them being a gathering/crafting phase, then a defending phase. In the defending phase, you ...
Alice's user avatar
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2 answers
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So in a game with various objects that perform various tasks, a naive approach would simply be to update the state of all of the existing items in the world every game update. This is what Minecraft ...
CPlus's user avatar
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3 votes
1 answer
866 views

I'm developing a RPG-game. After searching about various ways to save item information in RPG-game, I determined to save information in JSON files. The problem is that in my game, some equipment's ...
evol1102's user avatar
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1 answer
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for turn based game, units can get buffed/debuffed with status effects, like poison, etc. I would like to ask the advisable place where to put amount of poison in the data structure. I can think of ...
user7888262's user avatar
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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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1 answer
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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 ...
CPlus's user avatar
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3 votes
2 answers
2k views

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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1 answer
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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. ...
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