• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
shammancer

A good container class for my tile based game map

7 posts in this topic

I am making a 2d rpg game and I was wondering what would be a good stl or boost container for the map.

It will probably be using the Cartesian coordinates system were (0,0) is spawn because it has a semi infinite world (Think minecraft). It needs to be able to jump from point to point because I want to implement large distance teleports in my game (A few thousands of tiles).

Any good ideas to use?

(list, array, vectors, map, multimap, unordered_map, unordered_multimap?)
0

Share this post


Link to post
Share on other sites
In general std::vector is normally the right container for the job. However, without more details about how you will be using it is difficult to tell.

Assuming you break up your map into chunks and chunks are loaded/generated on the fly I would start with something like.

[source lang="cpp"]
typedef std::vector<std::vector<Tile>> Chunk;
std::map<const Point, Chunk>
[/source]

Of course you will want to have the implementation details of the map abstracted away. So I wouldn't spend too much time thinking about it and implement it as simple as possible and if there are performance/memory problems then investigate if your choice of container is at fault.
0

Share this post


Link to post
Share on other sites
For my own game, each area in the game is is split into 'chunks'. I just load the chunks around the player.
Each chunk is 'x by x' tiles wide/high (where I made 'x' to be 20 for my game, so 20 by 20 tiles), and an unbound number of layers.

For storing the tiles, basically I just use a std::vector, and dynamically allocate each tile in the vector. Tiles share images if they happen to be the same.
I could have just as easily used an array, since the size of the layer is constant.
Lists and maps wouldn't be good, because your priority is speed of traversal, and you don't ever remove/insert elements into the container (if you want to change/add/remove a tile, you just alter the Tile object in the container, but you never remove the element itself).

So either use an array or a vector of pointers pointing to a small compact dynamically initialized class that shares the images between each other.
'No' on lists, 'no' on maps in this situation.

If you need fast seamless loading of chunks, there's lots of great optimizations you can do - but you'll cross that bridge when you get there.

[left][b][Edit:][/b] Going off of colinhect's point, I'm assuming you are talking about tile-based maps since you mentioned "tiles" and "Cartesian coordinates". If you are going for sporadically placed images, then a list would be preferred.[/left]
0

Share this post


Link to post
Share on other sites
No, it doesn't make sense at all to have access the "-5th element" in any container that exists in real life or in programming. That's a logical impossibility. You have to think of all the container classes as "containers". How you use the containers is up to you, but don't start thinking that the containers are anything other than ways to store generic elements.

You should to create a MapChunk class, or whatever you want to call it, that uses the container [i]internally[/i]. The container (the vector) isn't the MapChunk, it's a container that the MapChunk uses internally that the programmer using MapChunk (you) doesn't need to know even exists.

Your MapChunk can take negative player positions, and MapChunk internally converts it as needed to make things work. But don't think of the internal implementation (the container) as the class itself (the MapChunk).
0

Share this post


Link to post
Share on other sites
[quote name='colinhect' timestamp='1332868008' post='4925740']
[source lang="cpp"]
typedef std::vector<std::vector<Tile>> Chunk;
std::map<const Point, Chunk>
[/source]
[/quote]

Why the `const'? What does it even mean in this context?
0

Share this post


Link to post
Share on other sites
[quote name='alvaro' timestamp='1332873328' post='4925764']
[quote name='colinhect' timestamp='1332868008' post='4925740']
[source lang="cpp"]
typedef std::vector<std::vector<Tile>> Chunk;
std::map<const Point, Chunk>
[/source]
[/quote]

Why the `const'? What does it even mean in this context?
[/quote]

Perhaps I meant to make the Chunk const. There is no reason to have the key const.
0

Share this post


Link to post
Share on other sites

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
Sign in to follow this  
Followers 0