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Questions tagged [data-structure]

An entity for organizing data in a specific way so it can be used efficiently. Examples are arrays, objects, records, structs.

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I was using tinkering with vulkan and was wondering if a SSBO can store a mix of structs of different kind like shown in picture and pass offsets of the said structs to access them in shader.
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Background I'm making a platformer game, in C#, in Monogame. I've got a middling amount of experience with gamedev, having done some mini projects in Unity in the past and deciding I don't like a big ...
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I'm creating a game in C++ and raylib. This is a real-time isometric game, so it is technically 2D graphics, but the rooms have a 3D structure because there will be many blocks and other objects that ...
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For Christmas, I got an NFC reader/writer for my PC, and about a dozen NTAG215 tags. I found this Amiibo Database on GitHub, but I found out the NFC files alone aren't enough for my New Nintendo 3DS ...
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So in a game with various objects that perform various tasks, a naive approach would simply be to update the state of all of the existing items in the world every game update. This is what Minecraft ...
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for turn based game, units can get buffed/debuffed with status effects, like poison, etc. I would like to ask the advisable place where to put amount of poison in the data structure. I can think of ...
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I am using octrees as an efficient way to store voxel data in a voxel game. The details of my octree implementation can be found here, but in a nutshell, each node is 16 bits, and the most significant ...
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I am working on a farm game made in C. I am currently working on adding item processing, such as milling wheat into flour. Under the hood, I am using a ring buffer to handle the queues for processing. ...
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I'm working on Voxel editing software, and I need to have the ability to group voxels into objects. As for simple editing, I'm using the following data structure: Chunk - represents a fixed 3d grid ...
Sergey Sharpov's user avatar
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I'm still learning C++ and am no way an expert so I could be conceptualizing this wrong. I'm having trouble getting the right data structure for items in my game. I don't need actual object instance ...
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I have a class Furniture with a subclass of FurnitureState where all the "live" data will be stored. During gameplay when the furniture will be turned off or relocated (Player action) it ...
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I'm new to game dev and I'm learning about quadtrees for planet rendering. I'm curious on how do I separate player state with quadtrees. For example I have a ship A that's getting close to a planet, ...
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In a while I plan to create a story game that would have different routes and endings and I was wondering what would be the best way to save a game of a game like this, if it would be a folder, ...
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I've been using JSON to store a lot of my game's data. I love it compared to my previous workflow. Having a human-readable hierarchy of arbitrary information is a godsend. My needs have grown more ...
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I am currently practicing game design and development by implementing singular (or a small set) of mechanics in Unity. For example, -- and this is relevant towards the end -- I've just finished a ...
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I am implementing an ECS with "archetypes" similar to how they are defined in Unity: A unique combination of component types is called an Archetype. For example, a 3D object might have a ...
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In a Tower Defense game, each hero (or character) has some skills. Each skill has some "chance of appearance" (CoA for short) when attacking enemies and if appeared it has some "hit ...
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I've been at this for two long days, trying to figure out a way to handle saving and loading data for a mobile puzzle game I'm working on. The game has level packs and each level pack has multiple ...
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I am building a turn based multiplayer simulation game that at the end of each turn takes all of the users inputs/actions then compiles all the data and interactions returning the result of the ...
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I'm having some difficulty coming up with the appropriate data structure to use for a game. I'm aiming for a galaxy view with tens of thousands of visitable star systems. Structure Hierarchically, ...
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I want to make a basic snake game. It has a head and a series of tails that occupy a tile in a grid. The first tail in the series is adjacent to the head. and each tail that comes after is adjacent to ...
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Currently I have refined voxels, I want to smooth it to achieve accurate projection. After some web search, I came across smoothing algorithms such as Catmull-Clark, Doo-Sabin etc. Along with this, I ...
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In Dwarf Fortress, nearly everything that happens during world generation is logged and viewable in legends mode. An XML file containing that information can be exported and loaded into a utility such ...
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I've been stuck doing this in a very inefficient way and really want to know if there's some design pattern that solves this because it seems like a pretty common problem to have. I have a system ...
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I simply want to implement some sort of grid where I can sort units in an RTS into cells, and then for each unit check to avoid other units and attack other units, in 2d. My map grid is currently 10 ...
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