Jump to content
  • Advertisement
  • entries
  • comments
  • views

Zzz Zzz Zzz

Sign in to follow this  


No word yet for job. Not much work done either. I wrote up a class for handling resource piles, but I don't care for it. I'm also pondering how to implement paths, specifically wether or not to make explicit objects for every path [~tiles*6] or merely for rivers/roads/teleporters [far less]. In my previous implementation I used explicit paths, which made pathfinding easy, but put a fairly large burden on serialization as well as making map communication awkward.

I'm leaning towards explicit paths, but perhaps modifying them a bit to group similar endpoints [before there was multiple paths between endpoints with different modes of transport]. This combined with a more generic 'movement' descriptor class should make handling movement more natural, while still providing the map genericity I'd like. Still might be far too 'heavy' for practical use. Assuming I get off my lazy ass and get stuff to the point where it's actually practical use...
Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!