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Assassinbeast

Member Since 24 Sep 2012
Offline Last Active Apr 13 2014 12:00 PM

Topics I've Started

What is the most efficient way to solve this simple problem?

20 January 2014 - 02:06 PM

Hi, im making a simple snake game where all GameObjects are placed on a grid of columns and rows.

There are different 3 GameObjects: SnakeBody, SnakeHead and a cheese to eat.

 

When the snake eats the cheese, then the cheese have to find a new available spot to spawn.

Note it cannot spawn on top of a SnakeBody or the SnakeHead.

 

So what is the best way to find an available spot for the new cheese to spawn?

I have so far 3 different methods i mind:

 

Method 1

Get a random column and row, and then check if that spot is available, if not, then iterate it over and over again until it finds an available spot.

 

Pros:

if there are a few Snakebodies on the map, and there are many available spots, then the chance of a single iterationcheck is pretty big and an available spot is found very easily.

 

Cons:

If the grid is almost full of SnakeBodies and a very few spots are available, then the chance to find an available spot is pretty low and the program could even check the same spot multiple times because its a random check which can be so much waste of processingpower.

 

Method 2

Create a List(C#) and iterate over the whole grid. Add every Spot to the list that is available, then get a random number from 0 to the amount - 1 in the list, and then set that new cheese to that position. Clear the list after its done.

 

Pros:

Unlike the Method 1, It doesn't matter how many spots there are taken or not, the count of iteration will always be the same.

 

Cons:

The bigger the map is, the slower the program is gonna be. So if the grid was 100000x100000, it would need to iterate and add spots MANY TIMES, and then the Method 1 would be a better choice if the grid was that big.

 

Method 3

Create a HashSet<Point> at the beginning before any GameObjects gets created on the map. The Point contains the X & Y to determine if an exisiting Point is already in that HashSet. Add all the Points of the grid to the HashSet. When GameObjects spawn, then remove the Point of the GameObject in the HashSet, and add it back when the GameObject gets destroyed or moved.

When the snake eats the cheese and need to find a new position, then just find take a random number from 0 to the HashSets Count - 1 and get that Point of it.

 

Pros:

When you need a random position, you have them in the HashSet, and then you just need to take a Point out of it from a random index, .

 

Cons:

Everytime something moves, it needs to remove and add (which is pretty fast). Also when you want to take a random object out of the HashSet, then the bigger the random index is, the slower the algoritm is gonna be, because you cannot just take the index and get the object directly out of the HashSet, you must iterate over it.

 

----------------------------------------------------------------------

 

So every method seems to have its Pros & Cons, but is there a way better algoritm to do this stuff?


What software is this?

25 July 2013 - 04:40 AM

hello, does anyone know what software this guy is using to create this diagram?

http://www.youtube.com/watch?v=IQi5Pr9Viy0

at 0:55

 

It looks extremely awesome, and very good to give a good overview.


How important is the iostream in gamedev?

15 January 2013 - 10:01 AM

Hello folks :-)

 

I just wanna ask how important it is to learn/master the basics of iostream in c++.

 

eg:

 

cin.fail

cin.good

cin.clear

cin.bad

cin.putback

cin.get

cin.getline

cin.eof 

 

and all that bullshit.

 

for me, its kinda hard to remember because i never use it when i make games, and i never use it when i test my own code (only cout and cin), but sometimes when i read books, they use it. So its getting  hard and frustrating to remember how the iostream is made and when the states are set.


is class templates made in gamedevelopment?

06 January 2013 - 01:30 PM

Hello smile.png

 

I just learned templates, and i know quite abit right now.

 

So i just wanted to ask if there is any situation where you want to make your own class template. Becasue vectors already exist, and i cant really imagine when you should even need to define your own class templates.

 

But i know defining your own function templates are very useful in alot of kinds situations


Made my own small GameEngine, but how do i reuse it fast?

03 January 2013 - 02:56 PM

Hello.

 

I just made my small gameengine in c++ with sfml, where i have made menus, butttons, gamestates and such.

There are a lot of different files, and some images.

 

So i how do i reuse it when i have to make a new game?

Should i just copy the header files,cpp files, image folders etc into my new project?

If so, that would be tedious like to link every project with sfml... unsure.png

 

Btw, I am using microsoft visual studio express 2010.


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