XD005
Member
So, I know it is possible to nest data in GMS 2.3 now.
My game had an issue with memory leakage in GMS2 and now I can rectify this issue with 2.3 and make the code run more efficient.
My game has a grid system where each grid position contains "metadata" regarding what is there, if the player has been there before, etc, etc.
I couldn't find an example on how to set this up. I want to also be able to destroy the entire table of data by simply destroying the ds_grid when done.
So, I have this...
Running this in debug mode neither creates the key at 0,0 nor does it create the test string.
What am I doing wrong?
Edit: Nevermind, this is working. Some weirdness with the GMS 2.3 debugger and not showing updated information. Disregard...
My game had an issue with memory leakage in GMS2 and now I can rectify this issue with 2.3 and make the code run more efficient.
My game has a grid system where each grid position contains "metadata" regarding what is there, if the player has been there before, etc, etc.
I couldn't find an example on how to set this up. I want to also be able to destroy the entire table of data by simply destroying the ds_grid when done.
So, I have this...
GML:
if (!ds_exists(global.galaxy,ds_type_grid)){
//Using arbitrary height and width for now...
global.galaxy = ds_grid_create(3,4);
global.galaxy[# 0, 0] = ds_map_create();
global.galaxy[# 0, 0][? "maptest"] = "idk";
}
What am I doing wrong?
Edit: Nevermind, this is working. Some weirdness with the GMS 2.3 debugger and not showing updated information. Disregard...