each space in within the 20x10 can have 96 units? goddamn see this would never even be done in c++. you would have a linked list class of units each with the array storage space they need. way more efficient. any looping you do on that array is gonna kill serious cpu, especially with mmfs overhead, unless you can pull off the crazy shit pixeltheif does with loops.
just another question but W! T! F! do you need 19,200 units for!!?? 20x10 = 200, each with 96 units 200x96 = 19,200
There is no need for much loops on the array, Only loop i need is loopindex*100 = that unit. since when i read only one value linking the unit to its space in the array, thats mostly just reading and writing to the array. And the game is turn based, so not much hassle there.
And i dont really need 19200 units, but thats the maximum there can be on the whole map, the array will be used only like 5% of its size, but still, its kinda cool.
If you for say decide to build 200 full fleets, you will fill the array 100%. But thats just ridicoulus.
Dude, I think the biggest problem is the processing power (or programming) it'd take to read and utilize 19200 units Oh, right, cecil said that
You should reconsider your design, though. If you're using that much stuff, you're being horribly inefficient somewhere.
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Yeah i know, but im good with arrays, the loading time is really fast, and there is no problem at all.
I only loop the current x and y of the whole array, using loopindex*100 of Z, only making 96 loops. And thats the biggest loop i need, and will need.
So the processing is really fast, almost instant. The loading and saving the array to a file is the only thing that actually takes a few seconds.