June 2021
Beginner
344 pages
8h 9m
English
In the previous chapter, you created the beginnings of a dungeon crawler. You added a random map, an adventurer to roam the dungeon, and collision detection to prevent the player from walking through walls. You also took your first steps into programmer art and layered graphics. In this chapter, you’ll learn a popular approach to managing game state—the data that represents your game’s world simulation.
Games can have a lot of data: every monster, every item, every little graphical effect needs to be stored somewhere in your computer’s memory. In the past, games employed various techniques to handle the resulting combinatorial explosion of data. An increasingly popular approach to managing game data is the ...
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