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Whiteclaws

Float Datastructure

7 posts in this topic

Hello there Gamedev,

 

So I've been looking for a datastructure that would respond to my conditions for quite some time with not much luck, knowing that much experiences dwells here, here I am ...

 

The purpose is to store positions (floats) linearly with as less overhead as possible, kinda like an arr[i], where i is a float, or something near that, like a function that would return a value when fed with a float (get(1.25) = x), that value stored at that key (float) before (store(x, 1.25))

 

The datastructure must be:

~ Memory-Efficient

~ As Fast as possible

 

That's it, if you know anything like this then feel free to post here

Your help is appreciated and thanks for reading cool.png

 

Whiteclaws.

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I am not sure I understood your description. Are you looking for a structure that maps floats to floats? Binary trees and a hashes are the most common choices.
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Do you insert new values into the container often, or is it static after construction?

If someone looks up a float value that doesn't exist, does it give interpolated results?

e.g. data.store(1.5 => 0); data.store(2.5 => 1); assert( data.get(2.0)==0.5 );

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You are just looking for a map (key-value datastructure), which can be implemented efficiently in C using, for instance, a hash table. A float is 32 bits in size, so you can reinterpret it as a uint32_t to use as a small, compact key. Take a look at uthash, libcfu, etc.. they might meet your needs (though they might have variable amounts of overhead, but generally they are probably fast enough, but if performance is critical you can always roll your own suited to your particular needs).

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If you are going to set up all the contents once and then just query the data structure, a vector of pairs of floats (key-value) is a good way to go. You can use binary search to find values there relatively quickly, and you are certainly wasting very little memory.
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No, I'd like it to return a Null of something like that if said position is not filled, and I'm almost not going to change the final data, compact because I'll be loading it with a lot of data, I mean like a lot ... Efficient because I'm going to access it literally millions or even billions of time each second
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