🎉 Celebrating 25 Years of GameDev.net! 🎉

Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!

Zzz Zzz Zzz

Published April 25, 2006
Advertisement
No word yet for job. Not much work done either. I wrote up a class for handling resource piles, but I don't care for it. I'm also pondering how to implement paths, specifically wether or not to make explicit objects for every path [~tiles*6] or merely for rivers/roads/teleporters [far less]. In my previous implementation I used explicit paths, which made pathfinding easy, but put a fairly large burden on serialization as well as making map communication awkward.

I'm leaning towards explicit paths, but perhaps modifying them a bit to group similar endpoints [before there was multiple paths between endpoints with different modes of transport]. This combined with a more generic 'movement' descriptor class should make handling movement more natural, while still providing the map genericity I'd like. Still might be far too 'heavy' for practical use. Assuming I get off my lazy ass and get stuff to the point where it's actually practical use...
Previous Entry 2nd Interview Today
Next Entry Paths and logging
0 likes 0 comments

Comments

Nobody has left a comment. You can be the first!
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Profile
Author
Advertisement
Advertisement