Representing a world in memory
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Published on 2013-09-29T01:05:27Z
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2014/08/19
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I'm attempting to write a chunk based map system for a game, where as the player moves around chunks are loaded/unloaded, so that the program doesn't run out of memory by having the whole map in memory.
I have this part mostly working, however I've hit a wall regarding how to represent the contents of each chunk in memory because of my so far limited understanding of OOP languages.
The design I have currently has a ChunkManager
class that uses a .NET List
type to store instances of Chunk
classes. The "chunks" consist of "blocks". It's similar to a Minecraft style game.
Inside the Chunk
classes, I have some information such as the chunk's X/Y coordinate etc, and I also have a three dimensional array of Block
objects. (Three dimensional because I need XYZ values)
Here's the problem:
The Block
class has some basic properties, and I had planned on making different types of blocks inherit from this "base" class. So for example, I would have "StoneBlock", "WaterBlock" etc.
So because I have blocks of many different types, I don't know how I would create an array with different object types in each cell.
This is how I currently have the three dimensional array declared in my Chunk
class:
private Block[][][] ArrayOfBlocks;
But obviously this will only accept Block objects, not any of the other classes that inherit from Block.
How would I go about creating this? Or am I doing it completely wrong and there's a better way?
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