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user1430
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Are Map (containers) bad Do associative array data structures have a place in game designdevelopment?

I just asked this question a bit ago, but it was mysteriously deleted. Not sure if anyone answered, as I didn't get to checkIs it a bad idea to read for answers. Anyways...

I have read on numerous answers here on StackExchange that Mapsuse a map data structure (the container) are "horrendous", "bad", or "awful" in game design. Yet although multiple people have stated it, no one has explained why. I'd also like to hear from others, because I am skeptical as to whetheran associative array or not they are "horrendous"dictionary) in game design.development?

According to this popular mapflowchart, the answer to GameObjectideal container for storing game object's container would actually be a 'map'map for many games, yet I have repeatedly read (only on StackExchange). But I've heard anecdotal claims that maps are horrible ideasa very bad choice for GO containersgames.

Fig1

Is this true? Is there rarely an instance to use a map? Are Maps bad enough on performance to justify them being "horrendous" for game design?

Why?

Are Map (containers) bad game design?

I just asked this question a bit ago, but it was mysteriously deleted. Not sure if anyone answered, as I didn't get to check it to read for answers. Anyways...

I have read on numerous answers here on StackExchange that Maps (the container) are "horrendous", "bad", or "awful" in game design. Yet although multiple people have stated it, no one has explained why. I'd also like to hear from others, because I am skeptical as to whether or not they are "horrendous" in game design.

According to this popular map, the answer to GameObject container would actually be a 'map' for many games, yet I have repeatedly read (only on StackExchange) that maps are horrible ideas for GO containers.

Fig1

Is this true? Is there rarely an instance to use a map? Are Maps bad enough on performance to justify them being "horrendous" for game design?

Why?

Do associative array data structures have a place in game development?

Is it a bad idea to use a map data structure (an associative array or dictionary) in game development?

According to this flowchart, the ideal container for storing game object's container would actually be a map for many games. But I've heard anecdotal claims that maps are a very bad choice for games.

Fig1

Is this true?

Tweeted twitter.com/#!/StackGameDev/status/347306591609040899

I just asked this question a bit ago, but it was mysteriously deleted. Not sure if anyone answered, as I didn't get to check it to read for answers. Anyways...

I have read on numerous answers here on StackExchange that Maps (the container) are "horrendous", "bad", or "awful" in game design. Yet although multiple people have stated it, no one has explained why. I'd also like to hear from others, because I am skeptical as to whether or not they are "horrendous" in game design.

According to this popular map, the answer to GameObject container would actually be a 'map' for many games, yet I have repeatedly read (only on StackExchange) that maps are horrible ideas for GO containers.

http://adrinael.net/containerchoice (Don't have the 10 rep to load as picture)Fig1

Is this true? Is there rarely an instance to use a map? Are Maps bad enough on performance to justify them being "horrendous" for game design?

Why?

I just asked this question a bit ago, but it was mysteriously deleted. Not sure if anyone answered, as I didn't get to check it to read for answers. Anyways...

I have read on numerous answers here on StackExchange that Maps (the container) are "horrendous", "bad", or "awful" in game design. Yet although multiple people have stated it, no one has explained why. I'd also like to hear from others, because I am skeptical as to whether or not they are "horrendous" in game design.

According to this popular map, the answer to GameObject container would actually be a 'map' for many games, yet I have repeatedly read (only on StackExchange) that maps are horrible ideas for GO containers.

http://adrinael.net/containerchoice (Don't have the 10 rep to load as picture)

Is this true? Is there rarely an instance to use a map? Are Maps bad enough on performance to justify them being "horrendous" for game design?

Why?

I just asked this question a bit ago, but it was mysteriously deleted. Not sure if anyone answered, as I didn't get to check it to read for answers. Anyways...

I have read on numerous answers here on StackExchange that Maps (the container) are "horrendous", "bad", or "awful" in game design. Yet although multiple people have stated it, no one has explained why. I'd also like to hear from others, because I am skeptical as to whether or not they are "horrendous" in game design.

According to this popular map, the answer to GameObject container would actually be a 'map' for many games, yet I have repeatedly read (only on StackExchange) that maps are horrible ideas for GO containers.

Fig1

Is this true? Is there rarely an instance to use a map? Are Maps bad enough on performance to justify them being "horrendous" for game design?

Why?

added 249 characters in body
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user32109
user32109

I just asked this question a bit ago, but it was mysteriously deleted. Not sure if anyone answered, as I didn't get to check it to read for answers. Anyways...

I have read on numerous answers here on StackExchange that Maps (the container) are "horrendous", "bad", or "awful" in game design. Yet although multiple people have stated it, no one has explained why. I'd also like to hear from others, because I am skeptical as to whether or not they are "horrendous" in game design.

According to this popular map, the answer to GameObject container would actually be a 'map' for many games, yet I have repeatedly read (only on StackExchange) that maps are horrible ideas for GO containers.

http://adrinael.net/containerchoice (Don't have the 10 rep to load as picture)

Is this true? Is there rarely an instance to use a map? Are Maps bad enough on performance to justify them being "horrendous" for game design?

Why?

I just asked this question a bit ago, but it was mysteriously deleted. Not sure if anyone answered, as I didn't get to check it to read for answers. Anyways...

I have read on numerous answers here on StackExchange that Maps (the container) are "horrendous", "bad", or "awful" in game design. Yet although multiple people have stated it, no one has explained why. I'd also like to hear from others, because I am skeptical as to whether or not they are "horrendous" in game design.

Is this true? Is there rarely an instance to use a map? Are Maps bad enough on performance to justify them being "horrendous" for game design?

Why?

I just asked this question a bit ago, but it was mysteriously deleted. Not sure if anyone answered, as I didn't get to check it to read for answers. Anyways...

I have read on numerous answers here on StackExchange that Maps (the container) are "horrendous", "bad", or "awful" in game design. Yet although multiple people have stated it, no one has explained why. I'd also like to hear from others, because I am skeptical as to whether or not they are "horrendous" in game design.

According to this popular map, the answer to GameObject container would actually be a 'map' for many games, yet I have repeatedly read (only on StackExchange) that maps are horrible ideas for GO containers.

http://adrinael.net/containerchoice (Don't have the 10 rep to load as picture)

Is this true? Is there rarely an instance to use a map? Are Maps bad enough on performance to justify them being "horrendous" for game design?

Why?

Source Link
user32109
user32109
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