From: Airhead Zoom X-Priority: Normal Content-Type: text/plain To: djgpp AT delorie DOT com Subject: Re: need some help on game dev. X-Mailer: Pronto Pro [ver 1.00 (0225)Trio] Mime-Version: 1.0 Content-Transfer-Encoding: 7bit Message-ID: <026451054130939NET014S@hetnet.nl> Date: 9 Mar 1999 14:54:10 +0100 Reply-To: djgpp AT delorie DOT com Hello, > so, say player x has 300 scouts, how the heck do i keep track of all those? > i thought of a double array, but jeez, there'z GOT to be a better way than having > a multilayered array, it would also be inefficiant since the # of ships a person could > have would be limited to how many layers of an array i had say, i wanted them to be able to > have 1,000 ships, well, from what i know, if i used an array, i would have to say-- > > arrray_O_ships[10][100]; > > but that gets confusing... Hmmm.. I think this is the best question ever posed here. (since I subscribed) I'm also very interested in game programming techniques like AI etc. I like making source for that more than for devices or APIs. I've had a moment's thought about it and I think you might do something like this..? At least it doesn't eat memory when the ships aren't needed. scout_ship *ship[65536]; // Or should this be 65535? And when a new ship is added, just 'malloc' a new scout thing, like this: ship [number] = malloc (sizeof (scout_ship)); (And *ship[number]->hull--; ) Don't worry about this maximum, an int/long won't go any further than this value (if I'm not mistaken?) But I don't like this solution either.... Any suggestions? PS I'm a bit confused. Is this combination of arrays/pointer ok? Don't be mad @ me if it's wrong. I've been struggling with pointers from the moment I got to know about them But if so, please reply and show me what is wrong! Greetz, Airhead Zoom of Dancing Pumpkin Productions