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.
311 questions
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Can a single large SSBO in vulkan store different types of structs?
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.
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135
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What is the preferred memory to store game object into, Stack memory or Heap memory
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 ...
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70
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Best Approach for Storing / Serializing Property Value Animations
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 ...
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2
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158
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Fastest way to store colored rect info?
I'm using WebGPU and a storage buffer for rects. Currently I have this:
...
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105
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For an isometric adventure game, what is a good way to store the objects in 3D?
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 ...
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61
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What are some different ways that tiles are stored in a game during runtime
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 ...
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513
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How can I make an Amiibo from an NFC card?
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 ...
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122
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How to author data for spawning enemies in waves?
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 ...
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2
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789
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What data structure would be the most efficient for a task scheduler?
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 ...
3
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1
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868
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How to store condition dependent item information in JSON
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 ...
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1
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189
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Where to put data/values of Status Effects... in Status effect object or just reference from Ability source?
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 ...
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222
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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 ...
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1
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284
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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 ...
3
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2
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2k
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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 ...
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1
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137
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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. ...
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2
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384
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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, ...
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125
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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 ...
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52
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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 ...
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1
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821
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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 ...
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2
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145
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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 ...
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1
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85
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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 ...
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1
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622
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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, ...
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55
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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, ...
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1
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3k
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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). ...
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1
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215
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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, ...
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2
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333
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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:
...
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1
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117
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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 ...
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92
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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 ...
2
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1
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880
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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 ...
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1
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342
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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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2
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4k
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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 ...
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51
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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 ...
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23
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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 ...
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0
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173
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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 ...
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1k
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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 ...
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380
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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 ...
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172
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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 ...
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1
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1k
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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 ...
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201
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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, ...
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1
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286
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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 ...
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149
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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 ...
3
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2
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234
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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 ...
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3
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2k
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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 ...
4
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1
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421
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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 ...
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266
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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 ...
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463
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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 ...
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53
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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 ...
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359
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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 ...
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290
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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 ...
2
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1
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616
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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 ...