Arrays of TLists Storing Data for Tiles in Rpg ?

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Duckstab[o](Posted 2005) [#1]
Ive been working on a rpg battle system for some time now while waiting for the 3dmodule but finally I am at point where the engine needs a visual touch for tweaking and timing.
I have settled for a subdivision method for levels in a structure as follows

Map>Continent>Country>Region>City>Area>Sector>Grid

Im going to use linked lists in a array format so i can move ,remove ,create areas and add them to the list at any time during the game

here is the test code



Just wondering if anybody knows of a better way of doing this code or a faster method


Perturbatio(Posted 2005) [#2]
your main hangup is in the creation of the lists, if I do the following:
Local Start:Int = MilliSecs()
Area.create(27,100,2000)
Print MilliSecs()-Start
it takes about 6900ms to complete this step.

adding flushmem inside the creation loop reduces this to 51ms
		Method Set_List_Array(_SX,_SY)
			Sector_List=Sector_List[.._SX]
				For X=0 To _SX-1
					Sector_List:TList[x]=CreateList()
						For Y=0 To _SY-1
							Local Newsect:Sector=Sector.create(Y)
							ListAddLast Sector_List[x],Newsect
							
						Next
					FlushMem '<!----- Add flushmem here
				Next 
		End Method



Duckstab[o](Posted 2005) [#3]
Thanks m8 that looks like it will do the trick :)


Robert Cummings(Posted 2005) [#4]
Until auto flushmem in the next update.