Thread overview
Optimization when using a 2-dimensional array of objects
Mar 22
monkyyy
March 22

In the game I am currently making, I have a Map class (actually a combination of an interface & class template, but I'll call it a "class" for simplicity), in which there will probably be only one instance running at a time. In that map class is a 2-dimensional dynamic array of Tile objects called grid. What these Tile objects represent are like squares on a chessboard. Their placement in grid represents their location on the map.

Whenever a function in the game has to pass a location on the map, I have a dilemma between passing a reference to the tile object, and passing it's grid coordinates through struct Vector2i {int x; int y;}. The functions that receive this information sometimes must access the Tile's variables to know it's properties, but may also need to know it's location so that it can find neighbouring tiles. The Unit class also has a 2-dimensional dynamic array of entities holding information on the unit's distance from that tile, and whether it can reach it during this turn.

Is one option more efficient than the other? I already have the location of each tile cached as a pair of variables within each tile. To get a location from a Tile object, a call would be made to the member function Vector2i location(). To get a tile object from it's coordinates, a member function of Map Tile getTile(Vector2i location) would be called. Should I stick to one over the other?

Is there a memory allocation technique that would make each tile's location in grid inferrable based on it's memory address? It would be nice if the two were interchangeable, so that I wouldn't have this dilemma.

Not knowing which option is best has lead to a little bit of messy syntax. Right now I have multiple versions of the functions getReachable & getAttackable in the Unit class which return a different type, because I'm not sure which is better.

March 22

On Friday, 22 March 2024 at 02:19:07 UTC, Liam McGillivray wrote:

>

In the game I am currently making, I have a Map class (actually a combination of an interface & class template, but I'll call it a "class" for simplicity), in which there will probably be only one instance running at a time. In that map class is a 2-dimensional dynamic array of Tile objects called grid. What these Tile objects represent are like squares on a chessboard. Their placement in grid represents their location on the map.

enum tile{wall,field....}
bool ispassable(tile t)=>...
alias grid_=tile[maxhieght][maxwidth];
grid_ grid;

your not simplifying anything here with all them oo terms

>

Is one option more efficient than the other?

You should probaly do the lazyest thing, factor out your "ispassable" logic, like what your walking n of 3, n of 8, n of 15? so long as you dont do something insane it will be fast on a modern computer; allocating several dynamic array that are the size of your game world every frame could easily be not very sane.

and if you really really wanted to care, you could precompute the "connected compoints" by flood filling across passable tiles with a "color" of 0, then finding an empty cell, flood filling with 1, etc.; and when you draw the overlay for where you can move you can do a heuristic check for a) they are in the same component, and b) the manhattan distances before c) doing a greedy check

>

Is there a memory allocation technique that would make each tile's location in grid inferrable based on it's memory address?

Yes its called an array
theres some details you need to know and you need to cast pointers; just try some trial and error with code like:

int[10] foo;
&foo.print;
&foo[1].print;
(&foo[7]-&foo[0]).print;

with whatever casts you need to make it just work

March 23

On Friday, 22 March 2024 at 07:34:33 UTC, monkyyy wrote:

> >

Is one option more efficient than the other?

You should probaly do the lazyest thing, factor out your "ispassable" logic, like what your walking n of 3, n of 8, n of 15? so long as you dont do something insane it will be fast on a modern computer; allocating several dynamic array that are the size of your game world every frame could easily be not very sane.

Well, none of the stuff you wrote closely resembles the code that I have.

There are 3 reasons why I put this kind of effort into optimization:

  • I'm obsessive.
  • For the learning experience.
  • Because things may get more demanding when I get further with the enemy AI system. One possibility is to have it make multiple copies of all the game objects which it will use to look ahead to the next 1-2 turns.
>

and if you really really wanted to care, you could precompute the "connected compoints" by flood filling across passable tiles with a "color" of 0, then finding an empty cell, flood filling with 1, etc.; and when you draw the overlay for where you can move you can do a heuristic check for a) they are in the same component, and b) the manhattan distances before c) doing a greedy check

I barely understand any of this, though I know what a Manhattan distance is. Is this about measuring distances? Manhattan distances appear to be how distances are determined in Fire Emblem, though I'm using a slightly more intensive abs(x) + abs(y) + max(abs(x) + abs(y)) whenever I need a quick estimate of distance that doesn't account for obstructions.

> >

Is there a memory allocation technique that would make each tile's location in grid inferrable based on it's memory address?

Yes its called an array
theres some details you need to know and you need to cast pointers; just try some trial and error with code like:

But objects are reference by default. This means that they don't really 'live' in the array I put them in, doesn't it? Wouldn't the the array entries just be references on the same level as any other?

>
int[10] foo;
&foo.print;
&foo[1].print;
(&foo[7]-&foo[0]).print;

This appears to be a different programming language. It isn't D.