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Re: data structure curiosity

From "BartC" <bc@freeuk.com>
Newsgroups comp.programming
References <d833e796-13fa-40e8-91ea-143c547f7603@googlegroups.com>
Subject Re: data structure curiosity
Message-ID <wXUDv.36651$3K3.17080@fx24.am4> (permalink)
Organization virginmedia.com
Date 2014-08-05 00:46 +0100

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"b" <mike7411@gmail.com> wrote in message 
news:d833e796-13fa-40e8-91ea-143c547f7603@googlegroups.com...
> What would be the most appropriate data structure to represent the
> ground in a game such as this?
>
> https://play.google.com/store/apps/details?id=cz.gdmt.AnnelidsDemo
>
> I guess you could just use a really big 2d array, but I would hope there 
> is something smarter.

How big is the 'world' the game is played in? From what I could see of the 
video, it's not too extensive, and not particularly hi-res either. So a 
two-level bit image would do for the main ground layer (the one that's 
destroyed as the game proceeds).

(And which is displayed as a textured and shadowed transparent layer over 
the darker textured background.)

However, using a 256-level image would be simpler and faster to manipulate, 
and lets you directly code it as an array, as not too many languages give 
you bit-arrays to work with directly. It needs quite a bit more memory 
though.

-- 
Bartc 

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Thread

data structure curiosity b <mike7411@gmail.com> - 2014-08-02 22:50 -0700
  Re: data structure curiosity Richard Heathfield <invalid@see.sig.invalid> - 2014-08-03 08:16 +0100
  Re: data structure curiosity Öö Tiib <ootiib@hot.ee> - 2014-08-04 09:56 -0700
  Re: data structure curiosity "BartC" <bc@freeuk.com> - 2014-08-05 00:46 +0100

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