Re: Handling building blocks in games?

CAE_Jones wrote:

Dictionaries, maybe? So you'd know if an area is empty because there is no entry for that position.
If the building blocks are only for fragmenting, You could also set up your maps to use solid objects, and when an object is destroyed, use nested loops to replace it with the fragments. This would, however, result in the potential for lag if there were a large number of objects around, unless you organized them with something like scene graphs (I don't really understand how those are supposed to help) or dictionaries.
I'd probably suggest using dictionaries either way.

i've been very interested on the convesation because i also played games and sometimes tried to build blocks but i always fail. i am very thankful that i discovered your conversation and learned new techniques to solve my problem. a big thanks to you!

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