| To: | realbasic-games at lists dot realsoftware dot com |
|---|---|
| Subject: | Re: Generic Game Design Question |
| From: | Lars Jensen <larsjensen at gmail dot com> |
| Date: | Mon, 21 Nov 2005 17:53:55 -0800 |
| Delivered-to: | realbasic-games at lists dot realsoftware dot com |
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> * Every instance knows the 6 other instances around it. I would generalize this to "given a hex, you need to be able to iterate the hexes around it", whether or not you implement hexes as class instances. Classes add complexity; one doesn't want to create them without a reason. First, set up your coordinate system and define your algorithms for getting about, then worry about whether a class structure will help. > * You'll want to flag if a hex has already been > "processed" this turn to avoid redundancy. If the first path identified isn't guaranteed to be the lowest-cost one, then it's not redundant. For example, you might want to take the long way around a swamp or mountain. lj _______________________________________________ Unsubscribe or switch delivery mode: <http://www.realsoftware.com/support/listmanager/> Search the archives of this list here: <http://support.realsoftware.com/listarchives/lists.html> |
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