Tetris- | packing algorithm to fit Tetris pieces | Learning library
kandi X-RAY | Tetris- Summary
kandi X-RAY | Tetris- Summary
A bin-packing algorithm to fit Tetris pieces into a box, using recursive backtracking.
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QUESTION
I'm writing a small game in C++. I'm relatively new to the language and I'm struggling with how best to store all the game objects in memory and how to refer to them during runtime.
It's a puzzle game where you push 'shapes' which consists of 'blocks' like tetris-pieces:
...ANSWER
Answered 2021-May-03 at 13:29Memory allocation strategies in game engines, especially custom game engines, are typically designed to address the specific needs and challenges that are unique to the game that you are building.
There are a myriad of different strategies that can be employed, and each of them are suitable for different scenarios, with various advantages and drawbacks.
Because of this, I think you should wait until you know what the specific issues your game is going to be struggling with before comiting to an approach, lest you have to go through the whole process again once you understand your situation better.
In the meantime, what you should do is use bog-standard memory allocation. This will have a few advantages.
- It'll let you focus on actually developing the game instead (aka avoid bikeshedding).
- It'll force you to think about what "owns" the blocks, which is something your posted code severely lacks, and WILL come and haunt you in the future.
- It'll set you up to switch to a different memory allocator later.
- Maybe that'll be plenty for what you need, so you won't have "wasted" time building a system you never needed in the first place.
Basically, start with the following, and take it from there:
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