Object Creation at Run Time

This is a discussion on Object Creation at Run Time within the Game Programming forums, part of the General Programming Boards category; Ok, I am writing a simple arcade style game to strengthen my programming skills. The game has a character that ...

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    using namespace Trooper; St0rmTroop3er's Avatar
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    Question Object Creation at Run Time

    Ok, I am writing a simple arcade style game to strengthen my programming skills. The game has a character that is created at the start of each level. Lets say its level 2, the game will create 4 "Boblies", so double what level it is. What is the best way to create and manage these objects? The only thing these objects need to do is calculate were its going to move to next, and maby draw it self(still undecided if the Boblie class should do this, or if the GameCore class should.)

    Someone suggested that I use <vector>, and I thought about using linked lists. But I herd that vectors are slow, and linked lists are too complex to get specific info from a object. Any ideas

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    Yah. Morgul's Avatar
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    Both are good choices and would both work fine for what you are trying to do. I'm not sure about vectors being slow but I have heard that too. However, in a relatively simple arcade game there aren't going to be any insane graphic effects and whatnot that will eat your fps, so a vector won't kill you if it is slower. Linked lists can be a little complicated, however they would probably work fine for what you are trying to do.
    Sic vis pacum para bellum. If you want peace, prepare for war.

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    Vectors are almost as fast as normal arrays (I say almost, because there is a little difference in time but it is very very small).

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    Frequently Quite Prolix dwks's Avatar
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    You could use some other kind of STL container if you don't want to use linked lists.
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    Registered User xds4lx's Avatar
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    A vector should be as fast as an array except for at creation. Also resizing the vector will cause a performance hit. If you know how many objects your are going to have ahead of time you can use the .reserve(size_t count) funtion of the container class.
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    Confused Magos's Avatar
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    Use std::list as it has way better adding/removing time complexity than std::vector. The advantage of std::vector is that you have random access but if removing elements the indices would be changed anyway.
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  7. #7
    Call me AirBronto
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    just make the class of what ever object you are going to want to make multiple instances of. then make another class that holds these instances. use vectors in this class so that it is resizable and easy to implement

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