Mail Archives: djgpp/1999/03/09/08:59:31
Hello,
> so, say player x has 300 scouts, how the heck do i keep track of all those?
> i thought of a double array, but jeez, there'z GOT to be a better way than
having
> a multilayered array, it would also be inefficiant since the # of ships a
person could
> have would be limited to how many layers of an array i had say, i wanted them
to be able to
> have 1,000 ships, well, from what i know, if i used an array, i would have to
say--
>
> arrray_O_ships[10][100];
>
> but that gets confusing...
Hmmm.. I think this is the best question ever posed here. (since I subscribed)
I'm also very interested in game programming techniques like AI etc.
I like making source for that more than for devices or APIs.
I've had a moment's thought about it and I think you might do something like
this..?
At least it doesn't eat memory when the ships aren't needed.
scout_ship *ship[65536]; // Or should this be 65535?
And when a new ship is added, just 'malloc' a new scout thing, like this:
ship [number] = malloc (sizeof (scout_ship));
(And
*ship[number]->hull--;
)
Don't worry about this maximum, an int/long won't go any further than this value
(if I'm not mistaken?)
But I don't like this solution either....
Any suggestions?
PS I'm a bit confused. Is this combination of arrays/pointer ok?
Don't be mad @ me if it's wrong. I've been struggling with pointers from the
moment I got to know about them
But if so, please reply and show me what is wrong!
Greetz,
Airhead Zoom of Dancing Pumpkin Productions
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