ArrayList<Object> allObjects;
ArrayList<Class> allTypes;
HashMap<Class, ArrayList<Object>> buckets = new ....
int emptybuckets = allTypes.size();
for(Object o : allObjects) {
Class c = o.getClass();
if(!buckets.ContainsKey(c))
buckets[c] = new ArrayList<Object>();
ArrayList<Object> bucket = buckets[c];
if (bucket.Count == 5)
; // skip
if (bucket.Count == 4)
emptybuckets--; // we just filled one up;
//TODO: My eyes, are bleeding. Re-factor so that the correct information is returned in the future.
ArrayList<Place> bucketPlace = new ArrayList<Place>();
HashMap<String, ArrayList<Place>> bucket = new HashMap<String, ArrayList<Place>>();
Iterator<Place> sortIterator = places.iterator();
for(int i = 0; i <=Constants.POI_CATEGORY_COUNT; i++){
bucket.put(Constants.POI_NAME_MAP[i], bucketPlace);
}
boolean[] result = new boolean[Constants.POI_CATEGORY_COUNT];
here's a question: I've heard in C++, you shouldn't link to static libraries from other static libraries. If I'm making an engine for other people to use, though, this means the user will have to link to some half dozen lib files and growing. Does this mean I should really be compiling into just one lib?
I wonder if I can combine them... visual studio's project concept gets annoying that way, but I should probably try that.
@IcyDefiance I'm having a weird OpenGL bug where my texture, which is wrapped onto a quad, is being wrapped up into a 3D shape, as if it was a piece of paper being wrapped around a pencil.
fps returns the delta, which is usually relatively around 60
I'm getting a weird bug though where the sprite will move fine and then decelerate nearly to a stop, and then continue at the same pace. It's annoying, and I think it might have something to do with the delta.
Actually, no, it decelerates to a stop and then continues.