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Home/ Questions/Q 891563
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Editorial Team
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Editorial Team
Asked: May 15, 20262026-05-15T13:54:39+00:00 2026-05-15T13:54:39+00:00

I’m writing a game where a large number of objects will have area effects

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I’m writing a game where a large number of objects will have “area effects” over a region of a tiled 2D map.

Required features:

  • Several of these area effects may overlap and affect the same tile
  • It must be possible to very efficiently access the list of effects for any given tile
  • The area effects can have arbitrary shapes but will usually be of the form “up to X tiles distance from the object causing the effect” where X is a small integer, typically 1-10
  • The area effects will change frequently, e.g. as objects are moved to different locations on the map
  • Maps could be potentially large (e.g. 1000*1000 tiles)

What data structure would work best for this?

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  1. Editorial Team
    Editorial Team
    2026-05-15T13:54:40+00:00Added an answer on May 15, 2026 at 1:54 pm

    Providing you really do have a lot of area effects happening simultaneously, and that they will have arbitrary shapes, I’d do it this way:

    • when a new effect is created, it is
      stored in a global list of effects
      (not necessarily a global variable,
      just something that applies to the
      whole game or the current game-map)
    • it calculates which tiles
      it affects, and stores a list of those tiles against the effect
    • each of those tiles is
      notified of the new effect, and
      stores a reference back to it in a
      per-tile list (in C++ I’d use a
      std::vector for this, something with
      contiguous storage, not a linked
      list)
    • ending an effect is handled by iterating through
      the interested tiles and removing references to it, before destroying it
    • moving it, or changing its shape, is handled by removing
      the references as above, performing the change calculations,
      then re-attaching references in the tiles now affected
    • you should also have a debug-only invariant check that iterates through
      your entire map and verifies that the list of tiles in the effect
      exactly matches the tiles in the map that reference it.
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