Hey everyone,
It's been a long time posting, but I finally got the hankering to start programming again! Anyway, I'm trying to figure out how I can stream map data into my Tier1 racing game during runtime.
This typically wouldn't be an issue (as I have made a couple apps before), but as it's a racing game, it's the size of the data that concerns me. The app I'm making is styled after Rad Racer on the NES. Using some basic math in my mind, to make an (average) stage last for 3 real-time minutes, I need to store 17,800 lines of map data.
This is a LOT of data to run through. As I'm targeting mobile devices, I'm not sure the best way to do this. Should I stream from the file by using a constant open file ID, or should I throw all of it in an array?
The data will be formatted approximately as:
object on left side of road
lane1
lane2
lane3
object on right side of road
adjustment to x-axis
adjustment to y-axis
0,N,N,N,0,x,y
To reduce file size, I plan on putting all data in the header of the map (ID:0,N,N,N,0,x,y) and then just refer to it by ID within the rest of the file (why have 17,800 lines of unnormalized data, sigh)
Comments, suggestions?.... For my other projects, I did use sizable arrays to store data, but that was a simple integer being stored. I'm afraid of attempting to use UDT's on such massive amounts of data and watching it crash and burn
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