Ok, i have grasped what this is all about. Didn't understand it at first as it seemed rather inefficient, but i suppose computers are limited to the way they can do things. ANNNNNNNNNyway...
Instead of storing neightbours in an array, do you think it would be easier to store them in types. Using Object/handle to get the next neightbour. Instead of having an array which would be dimensioned to hold the maximum number of links, ie. the number of nodes in the network - 1.
I reckon this would use less memory and be quickier. Would i be right by saying this?
Additionally, to reduce memory further, i was thinking about chopping up the 32 bit integer into, well, bits...
Eg,
1 - 16 bits dedicated for distances
the other 16 bits dedicated like so:
Could get tedius setting up such a system, but you get my drift. The idea being, you'd only need to store one integer, to describe the waypoint better, taking into account different factors.
Instead of storing neightbours in an array, do you think it would be easier to store them in types. Using Object/handle to get the next neightbour. Instead of having an array which would be dimensioned to hold the maximum number of links, ie. the number of nodes in the network - 1.
I reckon this would use less memory and be quickier. Would i be right by saying this?
Additionally, to reduce memory further, i was thinking about chopping up the 32 bit integer into, well, bits...
Eg,
1 - 16 bits dedicated for distances
the other 16 bits dedicated like so:
Bit Description --- ----------- 17 Area lighted? 0-yes(safer) 1-no 18 Terrain description 0-flat 1-hilly 19 Enemies around 0-no 1-yes 20 Populated area-safety- 0-yes 1-no 21 Populated area-crowded-0-no 1-yes 22 etc 23 etc
Could get tedius setting up such a system, but you get my drift. The idea being, you'd only need to store one integer, to describe the waypoint better, taking into account different factors.