Jump to content
  • Advertisement

Comrad S

Member
  • Content Count

    1
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Comrad S

  • Rank
    Newbie

Personal Information

  • Role
    Amateur / Hobbyist
  • Interests
    Art
    Design
    Programming

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. So I'm working on a hobby project using C# in Unity. For the purpose of this thread, the game is basically XCOM: its a tactical, turn based, square grid based game. The game is in 3D. I have build a simple map editor, that allows me to place prefab 'tile' game objects, that contain a 'Tile' component. When a map is loaded, all the tiles are collected by a map manager script, initialized, and stored in a Dictionary<Vector2Int, Tile>, where the Vector2Int consists of the tile's x and y coordinate and the Tile is a reference to the tile component. Since I only use the x and y position, I cannot create caves or buildings with multiple floors (i.e. two tiles with the same x and y but different z coordinates), but this is I accept. As for the map size, I want to be able to use maps with up to some 1000 tiles. Using this dictionary, I implemented pathfinding, and it allows me to easily look up / interact with any specific tiles (and their content). Also, the map can automatically have any shape (e.g.irregular edges, can contain holes, etc.), which is nice. My question: is a dictionary a sensible way to store and access map (tile) data? Are there any drawbacks or potential problems I can run into later? Is there a compelling reason to use another structure such as a 2D array, where I will have to write custom 'TryGetValue' like methods, etc.? Tell me what you think!
  • 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!