Hi Cara,

My idea was originally to have an array of pointers to objects defining the 
characteristics of the object at that 
location. I also thought to have e.g. one wall object andd a lot of pointers to 
that one object in the array locations 
where the wall should be.
That said, I think you've just convinced me to use the 3d coordination system 
with collision detection. :-)
One thing I still have to figure out though, is how to handle something like an 
explosion. In the array system I 
would've just remove all the pointers along a specific radius. May be one way 
is to give every shape in 3d space a 
sub-object (another shape) specifying where it's damaged. So you would have a 
rectangle-like object representing a wall, 
with a circular shape specifying where a mine/projectile struck. 
Is there a better way of doing this?

Take care,


* Cara Quinn <caraqu...@draconisentertainment.com> [101207 23:56]:
> Hi Rynhardt, in theory this sounds good, but I have a couple of questions for 
> you.
> What data types are you storing in your array? I.E. HOw are you showing that 
> there is a wall and not air per se in a particular area? I'm assuming here, 
> that we're talking about a full-scale map of the level.
> Also, is your player moving in only 1 unit per frame?
> I ask these because firstly, it sounds like you're simply treating the world 
> as a very large array of described points in essence. (Which begins to sound 
> exactly like a 3D coordinate system again) :) The exception being that you 
> have labels for each point, which can really unnecessarily inflate the amount 
> of data needed to render a map. Even just using a byte of data per 
> coordinate, it inflates the map eight times larger than it needs to be rather 
> than using a simpler collision-based model.
> -And, incidentally, you'll still, in effect, need to use collision detection 
> anyway, since the map is full-scale. I.E. if your player is moving at 5 
> coordinates per second in a direction but that move rate isn't always the 
> same, you'll still need to check to see if the path of the player will come 
> into contact with some feature of the map. You'd need some form of collision 
> detection for this. -Yes??
> To address your other point, about needing to move through each entity in the 
> game each frame, you could simply use the current room as your bound for 
> checking entities. There's no sense checking entities on the other side of 
> the map.
> Even if you simply used the player's radius instead, and did more detailed 
> collision detection based on that, the math to check every entity's position 
> in a level really wouldn't be anything for a modern machine.
> I like your idea though, using perhaps an array of 8 bit integers, which 
> could simply represent a full-scale environment with amazing detail, in the 
> sense that one could simply test for a point anywhere on the map and 
> instantly know what exactly was there. I.E. A point could contain air, water, 
> be solid or not with numerous materials.
> I question how much faster or less intensive this would really be in gameplay 
> though. -But honestly, I'm not sure it really matters on the scale we're 
> talking about here. I.E. we're not even actually rendering any of this in 
> graphics so these shapes and structures we're testing against are purely 
> hypothetical in the sense that a sphere is simply a 3F coordinate and another 
> float for a radius. That's so little data to represent and so little math to 
> manage, that it's nothing for a computer these days. -Know what I mean??
> I think it's really interesting though, as I've said, as it really sounds 
> like your and other's full-scale approach is really beginning to blend with a 
> raw 3D coord system anyway. :) I love the idea of symbolic representation of 
> 'reality' and vice versa!? woohoo! :)
> Have a totally awesome day!?
> Smiles,
> Cara :)

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