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Legebocker2017-08-25 13:14:11
C++ / C#
Legebocker, 2017-08-25 13:14:11

How to create a game world?

I'm making a game. The planning stage is coming to an end (like summer) and now I have a question. How to make a game world?
The theme of the game is space. I imagine the game world as follows: There are galaxies. Each has boundaries that can be overcome with the help of a ship. How can this be done? then destructible. If only overwritten, but the processor will go crazy if each destruction must be calculated and replaced. What is better with a vector or arrays? And how to make the game world not eat a lot of memory?

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4 answer(s)
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Saboteur, 2017-08-25
@saboteur_kiev

To create a game world, you should learn the basics of programming, and learn how to work with data structures, write a few simpler programs for practice.
Then you should learn programming at an intermediate level, and only after that write a few simpler projects or games. For practice.
Then there will be no indistinct phrases like "it seems impossible to delete in the array", "the processor will go crazy", "how to make the game world not eat a lot of memory"

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GavriKos, 2017-08-25
@GavriKos

If you have questions at this level (what to do if the array cannot be deleted and how to optimize it), then it is still VERY early to make your own world and your game.

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Derevyanko Alexander, 2017-08-25
@dio4

First, the game world must be ... felt, thought through and ... lost, at least solo. Or write a plot (story, book) and give it to others to read; put it on the Internet. When you yourself love your game world, as everyone loves fallout or forgotten realms or jagged alliance, then you can move on to the technical side. And until that moment - it will not be a game world, but a pathetic fiction that is not worth anyone's attention (including yours, you yourself will not love it). And without love, what kind of game can there be????

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Pavel Mikhalovsky, 2017-08-25
@pavel9609

It is better to find programmers who will implement your idea. And then arrays are the basis of the language.
Well, if the case, then:
1. If your world is big, then is it worth keeping everything in memory, isn't it better to write everything down in a file?
2. Read about dynamic data structures. Stacks, queues, vectors, maybe you can do something from this.
3. Design the world, plot, gameplay, game mechanics without a programming language, like a game designer, and when everything is thought out, move on to the technical implementation.

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