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?

```d
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.

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