Game Interface Design - java

So I'm making a game similar to Age of Empires 2. So far, what I've been doing is using an Applet and making an array of tiles (grid) to contain units and buildings. I feel that in the long run this is going to be inefficient. I'm sure there is a better way to do this, perhaps using GUI, but I'm not a very experienced programmer yet so I've resorted to this more primitive method. Is there a better, more efficient way to have tiles that contain characters and buildings on the map?
Thanks.
This is pretty much how I want it to look like:

An array of tiles should be fine - this is what is usually used to represent the map in a 2D game.
Note that you will probably want to distinguish between:
Map terrain tiles, where each square contains just one tile
Units / buildings / other game objects, where each square might contain multiple objects
For the terrain a single array is fine, with one tile in each position.
For the other objects, you need a way to store multiple objects in each square. An array with an ArrayList in each square can work - though you will probably want to leave nulls in all the squares that don't have any contents to avoid creating a lot of empty ArrayLists.
It's also useful to create a global collection of game objects so that you can iterate over all game objects and/or find a speciifc object quickly without searching the whole map. I typically use something like a HashMap for this, where the integer key is a unique ID for each game object.

It depends on what you consider to be the 'inefficient' part. If most of the array elements are going to be containing data, and you need to be able to look up that data quickly and easily, than arrays are certainly the best way to go. They're easy to understand, and the logic mikera described for storing data is a very good way to get started.
There are data structures that very big tile based games use for storing data. Most of those are optimized for 'sparse' graphs at the like. A sparse graph is one where most of the locations are empty, but a few of them have content. Very big world maps often have this qualit. If you're curious about these scenarios, then you should google "quad tree tiling".
But in general, if you're still learning development, stick to the array. Premature optimization is the root of all evil. :)

Related

What is the most efficient way to store a static list of Objects?

I'm trying to store a list of different Enemies. Each Enemy has an origin and can only spawn in its Location of origin. Each enemy also has a difficulty and should be stored with enemies of the same difficulty.
I imagined it as a static 3D array of Enemies like this:
Enemy[mountain][2][5] = new Enemy("troll")
Where the fields are (from left to right) Location, difficulty, index.
Each location the player enters will populate an ArrayList of Enemies from this static array.
Is there a more efficient data structure to use in this scenario?
(This list will be hard-coded and should not be altered during the course of the program)
edit-
I was hoping to optimize the access time. This game will generate a number of locations, each one needing to randomly draw Enemies from the list based on their origin and difficulty.
As per request, I will put some more thought into the use case of this program. Once I have a proper solution I will update. (Thanks)
It is conceptually wise not a good idea.
You really do not worry about performance at this point. You worry about creating a useful, helpful object model that allows you to write elegant, easy-to-read and easy-to-enhance code.
Using a 3D-array achieves none of these goals.
In other words: you step back; and think hard about the "use cases" that need to access your Enemy objects. And coming from there, you decide if you should go with different Maps for example; or different Sets, ... instead of using a 3D as central "storage point".
Edit, given your comment: there are two sides here:
Arrays are very inflexible in Java. You can't change their size dynamically. And beyond that, they are really "ugly" to use: this going through "3 dimensions" might be convenient for a certain "ascess path"; but it could make other things very hard (like when searching for a certain enemy, then you have to do this 3-dim iteration stuff ... as said: ugly)
One should try to make designs that are "open" for changes that have a high rate of "taking place". Example: you have a fixed number of enemies today; but assuming your "game" works out for you; you will sooner or later (rather sooner) want to enhance it; for example by allowing dynamic add/removal of enemies. Then a lot of the code you wrote using the 3-D array ... would become a real obstacle.
Beyond that: yes, in a "game world", there should be one component that is responsible for keeping track of all elements in the game. But: how this component internally organizes things is more of an implementation detail. You should focus on putting "helpful" methods on that GameWorld first; or as I put it before: understand the ways how your code will need to access/iterate/search enemies to perform the game itself. And then you look into data structures that support these "use cases".
Finally: assuming that this is a learning exercise - you can still start with a 3d array. It will teach you a lot; I am merely pointing out: you would not do that in a more "real world" application; and if you go for this option, you will soon be confronted with certain limitations/obstacles; just by the nature of your solution.
What comes to mind for me is a map. The location is the key and the value would be a List of objects that represents the enemy and its location - let's call it an EnemyLocation object that contains an Enemy and its location (or you could change Enemy to contain its location which seems like a good idea, but I don't know your code). So, when a player enters the "mountain" region, you do something like enemies.get("mountain") and you get back a List of Enemy objects (or EnemyLocation objects)

How to calculate what entity is drawn first (2D java rendering using Slick2D)

Explanation:
EDIT3: MASSIVE CLEAN UP as this was not clearly explained.
I'm trying to build up a 2D level out of tiles and entities. Where the entities are for example trees that can be cut. I need to store the data (how many chops are left for example) for each entity. I want them to have a more dynamic position (doubles) and a more dynamic sprite-width and height. My tiles are 32x32 pixels whilst my trees are not going to be one tile but a sprite with greater height than width.
I want objects that are closer to the top of the level to be drawn before the other objects. In this case a character behind the tree will cannot be rendered in or in front of the tree. This case also applies to other objects of the same kind (like trees).
I think it might be too inefficient to loop through the entities and calculate each entity's position since there may be a LOT of entites in the level.
As I've done some research I found that certain libraries allow the storage of both the object and it's position in a MAP (BiMap in google's Guava).
Questions:
Is this an inefficient manner.. but are there some changes that can
be applied to make the rendering more efficient (if so, what could be
optimized)?
Or is this an inefficient manner to render the entities and is
there a better way (if so, what other methods are there in Java)?
Or is there something else that I haven't listed?
EDIT2: I looked through the link I've posted in the edit below.
It seems that Google's Guava (I think that's all correct) has BiMaps. Is there an equivalent to this in regular Java? Otherwise Google's Library will probably be able to fix this for me. But I'd rather not install such a huge library for this one interface.
At last:
It's very much possible that the answer has been right in front of my nose here on StackOverflow or somewhere else on the internet. I've tried my best searching but found nothing.
If you've got any suggestions for search queries or any relevant links that might be of use to me I would appriciate it if you'd post them in the comments.
Thanks for taking the time to read through this/helping me ;)
EDIT:
I have looked at; Efficient mapping of game entity positions in Java .
I think it's narrowly related to this question. But I think it's just not what I'm looking for. I am going to look through the second answer very closely since that might be able to solve this for me.. but I'm not sure.
SOLUTION
The solution is to have an array, arraylist or another manner to keep track of your entities. Every tick/update you'll take all the object's Y coordinates and store them in another array/arraylist/map/other with the same size as where the entities are stored in. On every equivalent position to the entity you'll store it's Y. Then you'll order it with another loop or using http://www.leepoint.net/notes-java/data/arrays/70sorting.html .
Then when rendering:
for(int i = 0; i < entityArray.length; i++)
entityArray[i].render();
Off course you'll render it more efficiently by rendering only whats on or near your screen.
But that's basically how one does this in 2D top-view/front-view.
In my own 2d game attempts I come up with the following solution:
use an enum to specify different types of objects in game and give them priorities (sample order: grass, rivers, trees, critters, characters, clouds, birds, GUI)
make all visual objects implement interface which allows for getting this DrawPriority enum
use a sorted implementation of list with comparator based on the enum
use the list to draw all elements
That way the order computing is not very expensive, because it is done only on Visual Object insertion (which is in my case done while loading a level).
.. And since you will already using a comparator, do a x/y comparison when the enum priority values are the same. This should solve your y-order draw problem.

How to store 2D Array coordinates in a list (not using list container?)

Firstly I did my homework,
I've checked this:
How to store 2D Array coordinates in a list in java
I have created my own Vector2 class (like XNA).
I think if i use list and access the list every frame, it might slow my game down:S
I need to access this array every frame, so I really want to know if i can create them in a high efficiency way (not using list or class,just some basic type like int[]).
thx in advance!
Edit:
just access this array(the array will be created on init), because i need to search this array's element every frame in my game. I did want to try Vector2[].. buy the efficiency y'konw ^^
Edit*2:eh,I'm really new to JAVA. the "map" you mean use map to store Vector2?
In Java, arrays are (mostly) objects. That is why you can do stuff like
int[] b = { 2, 4, 5 };
System.out.println(b.length);
I know you are concerned with speed; however, attempting to program in a non-object-oriented manner in Java doesn't speed up your program. The JVM is optimized heavily to make object-oriented code run fast.
Concentrate more on your algorithms. If you can keep a list of "to be updated" items instead of iterating over a list of all items, you will dramatically speed up your program regardless of the data structure. Only go shopping for better implementations of data structures after you have determined that the data structure is the slow part.
Premature optimization means you start writing your code to be fast (which normally means you make large concessions to reduce readability) before you have determined that the section of code is impacting the speed of your program. You don't want to make a section of critical code unreadable before you realize it's only 5% of the problem that is making your code slow.
Semi-recent benchmarking puts a correctly sized ArrayList within 3% of the speed of a raw array. If you are wrapping your raw array in an object, odds are good the stock implementation of the ArrayList around its embedded array is much faster.

Android Game Development: Which data structure to use?

I am making a game for Android. I am kind of trying to keep the game a secret so I cannot reveal too much about it, so bear with me. Basically it runs in real-time (so I will be implementing a thread to update objects' coordinates) and its style is kind of like Duck Hunt; you have to hit objects that move around on the screen.However, the game has been lagging slightly from time to time (running on a Samsung Galaxy S, which is one of the higher-end devices) so I believe I need to use a better data structure.
Basically I am storing these objects in a doubly linked list instead of in an array because I wanted the maximum number of objects on the screen to be dynamic. In other words, I have a reference to the head and tail objects and all the game objects are connected just as a typical linked list would. This provides the following problems:
Searching if an object intersects with a given coordinate (by touching the screen) takes O(n) time (worst case scenario) because I have to traverse from head to tail and check the hitbox of each object.
Collision checking between two objects takes O(n^2) time (again, worst case scenario) because for every object I have to check if its hitbox intersects with that of all other objects in the linked list.
Another reason why I chose linked list is because I basically have two linked lists: one for active objects (i.e. objects that are on the screen) and one for inactive objects. So let's say that there will be at most 8 objects on the game screen, if the active linked lists would have 5 objects, the inactive list will have 3 objects. Using two linked list makes it so that whenever an object becomes inactive, I can simply append it to the inactive linked list instead of dereferencing it and waiting for the garbage collector to reclaim memory. Also, if I need a new object, I can simply take an object from the inactive linked list and use it in the active linked list instead of having to allocate more memory to create a new object.
I have considered using a multi-dimensional array. This method involves dividing up the screen into "cells" in which an object can lie. For example, on a 480x800 screen, if the object's height and width are both 80 pixels, I would divide the screens into a 6x10 grid, or in the context of Java code, I would make GameObject[6][10]. I could simply divide the coordinates (on the screen) of an object by 80 to get its index (on the grid), which could also provide an O(1) insertion. This could also make searching by coordinate O(1) as I could do the same thing with the touch coordinates to check the appropriate index.
Collision checking might still take O(n^2) time because I still have to go through every cell in the grid (although this way I only have to compare with at most 8 cells that are adjacent to the cell I am examining currently).
However, the grid idea poses its own problems:
What if the screen has a resolution other than 480x800? Also, what if the grid cannot be evenly divided into 6x10? This might make the program more error prone.
Is using a grid of game objects expensive in terms of memory? Considering that I am developing for a mobile device, I need to take this into consideration.
So the ultimate question is: should I use linked list, multi-dimensional array, or something else that I haven't considered?
Below is an idea of how I am implementing collision:
private void checkForAllCollisions() {
GameObject obj1 = mHead;
while (obj1 != null) {
GameObject obj2 = obj1.getNext();
while (obj2 != null) {
//getHitBox() returns a Rect object that encompasses the object
Rect.intersects(obj1.getHitBox(), obj2.getHitBox());
//Some collision logic
}
obj1 = obj1.getNext();
}
}
Common data structures for better collision-detection performance are quadtrees (in 2 dimensions) and octrees (3 dimensions).
If you want to stick with a list - is there a reason you're using LinkedList and not ArrayList? I hope you are currently using the built-in linked list implementation...
A Samsung Galaxy S has 512 MB of RAM - don't worry about taking up too much memory with a single data structure (yet). You'd have to have a relatively high number of relatively heavy objects before this data structure starts sucking significant amounts of RAM. Even if you have 1000 GameObject instances, and each instance in the data structure (including the associated weight of storing an instance in said data structure) was 10,000 bytes (which is pretty honking big) that's still only 9.5 megabytes of memory.
So I definitely think that there's something we need to firstly consider.
1.) LL vs. Array
You said that you used a LL instead of an array because of the dynamic property the LL gives you. However, I would like to say that you can make using an array dynamic enough by doubling the size of it after it has filled up, which will give you O(1) runtime of insert amortized (given that the array is being unkept/unsorted). However, there will be a scenario where every now and then an insert can take O(n) since you must copy the data appropriately. So, for live games such as this, I believe the LL was a good choice.
2.) Your consideration of memory in terms of game objects.
This depends heavily on the structure of each GameObject, which you have not provided enough detailed information about. If each GameObject only contains a couple of ints or primitive types, chances are that you can afford the memory. If each GameObject is very memory costly and you are using a very large grid, then it will definitely cost tons of memory, but it will depend on both the memory usage of each GameObject as well as the size of the grid.
3.) If the resolution is different than 480x800, don't worry. If you are using a 6x10 grid for everything, consider using a density multiplier like so:
float scale = getContext().getResources().getDisplayMetrics().density;
and then getWidth() and getHeight() should be multiplied by this scale to get the exact width and height of the device that's using your app. You can then divide these numbers by the 6 and 10. However, note that some grids may look ugly on some devices, even if they are scaled correctly this way.
4.) Collision Handling
You mentioned that you were doing collision handling. Although I cannot say which is the best way to handle this in your situation (I'm still kind of confused how you're actually doing this based on your question), please keep in mind these alternatives:
a.) Linear Probing
b.) Separate Chaining
c.) Double Hashing
which are all admittedly hash collision handling strategies, but may be implementable given your game (which, again, you would know more about since you have kept some info back). However, I will say that if you use a grid, you may want to do something along the lines of linear probing or create 2 hash tables all together (if appropriate, but this seems to take away the grid-layout you're trying to achieve, so, again, your discretion). Also note that you may use a tree of some sort (like a quadtree) to get faster collision detection. If you don't know about quadtrees, check them out here. A good way to think of one is dividing a square picture into separate pixels at the leaves and storing the average colors at the parent nodes for pruning. Just a way to help you think of quadtrees meaningfully.
Hoped that helped. Again, maybe I'm misunderstanding something because of the vague nature of your question, so let me know. I'd be happy to help.

Java Program using 4D array [closed]

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I'm a first year computer engineering student and I'm quite new here. I have been learning Java for the past three and a half months, and C++ for six months before that. My knowledge of Java is limited to defining and using own methods, absolute basics of object-oriented programming like use of static data members and member visibility.
This afternoon, my computer programming prof taught us about multi-dimensional arrays in Java. About multi-dimensional arrays being simply arrays of arrays and so on. He mentioned that in nominal, educational programming, arrays beyond 2 dimensions are almost never used. Even 3D arrays are used only where absolutely essential, like carrying out scientific functions. This leaves next to zero use for 4D arrays as using them shows that "you're using the wrong datatype" in my prof's words.
However, I'd like to write a program in which the use of a 4D array, of any data type, primitive or otherwise, is justified. The program must not be as trivial as printing the elements of the array.
I have no idea where to begin, this is why I am posting this here. I'd like your suggestions. Relevant problem statements, algorithms, and bits and pieces of code are also welcome.
Thank you.
Edit: Forgot to mention, I have absolutely no idea about working with GUIs in Java, so please do not post ideas that implement GUIs.
Ideas:
- Matrix multiplication and it's applications like finding shortest path in graphs
- Solving of systems of equations
- Cryptography -- many cryptoprotocols represent data or keys or theirs internal structures in a form of matrices.
- Any algo on graphs represented as matrices
I must have been having some kind of fixation on matrices, sorry :)
For 4D arrays one obvious thing I can think of is the representation of 3D environment changing in time, so 4th dimension represents time scale. Or any representation of 3D which have additional associated property placed in 4th dimension of array.
You could create a Sodoku hypercube with 4 dimensions and stores the numbers the user enters into a 4dimensional int array.
One use could be applying dynamic programming to a function that takes 4 integer parameters f(int x,int y,int z,int w). To avoid calling this expensive function over and over again, you can cache the results in a 4D array, results[x][y][z][w]=f(x,y,z,w);.
Now you just have to find an expensive integer function with arity of 4, oh, and a need for calculating it often...
Just to back him up,..your prof is quite right. I'm afraid I might be physically violent to anyone using a 4D+ array in production code.
It's kinda cool to be able to go into greater than 3 dimensions as an educational exercise but for real work it makes things way too complicated because we don't really have much comprehension of structures with greater than 3 dimensions.
The reason it's difficult to come up with a practical use for 4D+ arrays is because there is (almost) nothing that complicated in the real world to model.
You could look into modelling something like a tesseract , which is (in layman's terms ) a 4D cube or as Victor suggests use the 4th dimension to model constant time.
HTH
There are many possible uses. As others have said, you can model a hypercube or something that makes use of a hypercube as well as modeling a change over time. However, there are many other possible uses.
For example, one of the theoretical simulation models of our universe uses 11th dimensional physics. You can write a program to model what these assumed physics would look like. The user would only be able to see a 3-dimensional space which definitely limits usability, but the 4th dimensional coordinate could act like the changing of a channel allowing the user to change their perspective. If a 4th dimensional explosion occurs, for example, you might even want a 5th dimensional array so that you can model what it looks like in each connected 3-dimensional space as well as how it looks in each frame of time.
To take a step away from the scientific, think about an MMORPG. Today many of those games uses "instanced" locations which means that a copy of a given zone is created exclusively for the use of a given group of players so to prevent lag. If this "instanced" concept was given a 4th dimensional coordinate and it allows players to shift their position across instances it could effectively allow all server worlds to be merged together while allowing the players a great deal of control over where they go while decreasing cost.
Of course, your question wants to know about ideas without using a GUI. That's a bit more difficult because you are working in a 2D environment. One real application would be Calculus. We have 3D graphing calculators, but for higher dimensions you pretty much have to do it by hand. A pogram that aims to solve these calculations for you might not be able to properly display the information, but you can certainly calculate it. Also, when hologaphic interfaces become a widespread reality it may be possible to represent a hypercube graph in 3D making such a program useful.
You might be able to write a text based board game where the position of pieces is represented with text. You can add dimensions and game rules to use them.
The simplest idea I could give you is a save state system. At each interval the program in memory is copied and stored into a file. It's coordinate is it's position in time. At face value you may not need a 4D array to handle this, but suppose the program you were saving states of used a 3D array. You could set it up to represent each saved state as a position in time that you can make use of and then view the change in time.
I'm not sure what specifically you could do with this, because I just started thinking about it. But you could possibly use a 4D array for some sort of basic physics simulation, like modeling a projectile flight involving some wind values and what not. That just came to mind because the term 4D always brings to mind that the "position" of any object is 4 values, with time as the 4th.
Being a physics student we have only 3 dimension of space but we have a 4th dimension which is time. So thinking in that way we can think of an array of any dimension(1D or 2D or 3D) whose values differ with time or an array which keeps the record of every array whose values changed with time.
It seems to be quite known to us. For example the "ATTENDANCE REGISTER" which we usually have in our classroom.
This is my view to it.
That's it.
Enjoy :-)
To give a concrete example for the Ishtar's answer: Four-string alignment. To compute optimal two-string alignment, you write one string along one (say, horizontal) axis of a 2D-array (a matrix!) and the other one along the other array. The array is filled with edit costs, and the optimal alignment of the two strings is the one which produces the lowest cost, associated with a path through the matrix. A common way of finding such a path is by the above mentioned dynamic programming. You can look up 'Levenshtein distance' or 'edit distance' for technical details.
The basic idea can be expanded to any number of strings. For four strings you'd need a four-dimensional array, to write each string along one of the dimensions.
In practice, however, multiple string alignment is not done this way, for at least two reasons:
Lack of flexibility: Why would you need to align exactly four strings??? In computational molecular biology, for example, you might wish to align many strings (think of DNA sequences), and their number is not known in advance, but it is seldom four. You program would be useful for a very limited class of problems.
Computational complexity, in space and time. The requirements are exponential in the number of dimensions, making the approach impractical for most real-world purposes. Besides, most of the entries in such multi-dimensional array would lie on such suboptimal paths, which are never even touched, so that storing them would be simply waste of space.
So, for all practical purposes, I believe your professor was right.

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