Re: game development layout question

nod. I can do that.
Also, I was thinking of using vectors of pointers, because there might be say 
two people at one place. So, the vector could just hold that.
Will be a bit more memory consuming, but I think it should work.

Thanks,
Tyler Littlefield.
Vertigo head coder
"My programs don't have bugs, just randomly added features."
msn: tyler@xxxxxxxxxxxxx
email: tyler@xxxxxxxxxxxxx
aim: st8amnd2005
web: tysdomain.com
  ----- Original Message ----- 
  From: treble 
  To: programmingblind@xxxxxxxxxxxxx 
  Sent: Saturday, October 13, 2007 5:26 PM
  Subject: Re: game development layout question


  Hi Ty --
  If you have a city set up in 2 or 3 dimensions (including up and down, say in 
parking garage or whatever), why not put objects in a 3 dimensional array? In 
C++ you can declare it as follows:

  Object *city[10][100][100];

  where "Object" is a virtual base class from which you can derive Cars, Bus, 
Pedestrian and operations such as turn and move.  Make these operations or 
methods abstract virtual functions in your base class.

  This assumes your city can be represented as a finite set of points and 
discrete movements of objects.

  This is probably the simplest, albeit the most restrictive implementation, 
but it could get you focused on how the game might work.
  Just a thought. Happy hacking.
  --le


    ----- Original Message ----- 
    From: Littlefield, Tyler 
    To: programmingblind@xxxxxxxxxxxxx 
    Sent: Friday, October 12, 2007 10:14 PM
    Subject: Re: game development layout question


    Inthane,
    I want to make it like city streets.
    I'm thinking of a GTA game, or something similar.

    Thanks,
    Tyler Littlefield.
    Vertigo head coder
    "My programs don't have bugs, just randomly added features."
    msn: tyler@xxxxxxxxxxxxx
    email: tyler@xxxxxxxxxxxxx
    aim: st8amnd2005
    web: tysdomain.com
      ----- Original Message ----- 
      From: inthaneelf 
      To: programmingblind@xxxxxxxxxxxxx 
      Sent: Friday, October 12, 2007 8:08 PM
      Subject: Re: game development layout question


      Ty, 

      the type and style and even the nature of the tracks depend on what kind 
of racing, I. E. quarter mile, Indy, NASCAR, formula 1, 2, 3, 4, 5, grand prix, 
flat track oval/sprint car, figure 8 dirt track, demolition derby; so on and so 
forth, if you know of a game that is similar to what you want to build, that 
can give me an idea of what you want as well.    

      or just the name of a race you have seen that caught your interest, like 
the "long beach grand prix" that's held out here every year, or the 
"Indianapolis 500"

      laters, 
      inthane
      . For Blind Programming assistance, Information, Useful Programs, and 
Links to Jamal Mazrui's Text tutorial packages and Applications, visit me at:
      http://grabbag.alacorncomputer.com
      . to be able to view a simple programming project in several programming 
languages, visit the Fruit basket demo site at:
      http://fruitbasketdemo.alacorncomputer.com

        ----- Original Message ----- 
        From: Littlefield, Tyler 
        To: programmingblind@xxxxxxxxxxxxx 
        Sent: Friday, October 12, 2007 6:27 PM
        Subject: Re: game development layout question


        I just want a basic track, that has turns on it etc. I also want other 
cars on it. Sorry, I'm not really sure what you want in terms of more 
information.
        Thanks,
        Tyler Littlefield.
        Vertigo head coder
        "My programs don't have bugs, just randomly added features."
        msn: tyler@xxxxxxxxxxxxx
        email: tyler@xxxxxxxxxxxxx
        aim: st8amnd2005
        web: tysdomain.com
          ----- Original Message ----- 
          From: inthaneelf 
          To: programmingblind@xxxxxxxxxxxxx 
          Sent: Friday, October 12, 2007 7:05 PM
          Subject: Re: game development layout question


          I can answer that Ty, but for a good answer you will need to feed 
info this way due to different types and styles  of racing and tracks, what are 
you thinking of, 

          for any type of mapping, I think your best way to work is with 
"units" weather there squares or octagons or pentagons,  if you use some sort 
of measuring unit it will make things a whole lot easier.   squares would be 
simplest, but also limiting in some kinds of designs.  

          inthane
          . For Blind Programming assistance, Information, Useful Programs, and 
Links to Jamal Mazrui's Text tutorial packages and Applications, visit me at:
          http://grabbag.alacorncomputer.com
          . to be able to view a simple programming project in several 
programming languages, visit the Fruit basket demo site at:
          http://fruitbasketdemo.alacorncomputer.com

            ----- Original Message ----- 
            From: Littlefield, Tyler 
            To: programmingblind@xxxxxxxxxxxxx 
            Sent: Friday, October 12, 2007 1:47 PM
            Subject: game development layout question


            Hello list,
            I've got a question.
            I'm thinking of writing a game in c++.
            I want to find a way to make the board and map.
            I thought about using an array, but then that would require that 
all objects are the same...
            Any ideas?
            Also, how are race tracks built?
            I want to do a bit of racing in the game, just not sure how to lay 
those out.

            Thanks,
            Tyler Littlefield.
            Vertigo head coder
            "My programs don't have bugs, just randomly added features."
            msn: tyler@xxxxxxxxxxxxx
            email: tyler@xxxxxxxxxxxxx
            aim: st8amnd2005
            web: tysdomain.com

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