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Mastering LibGDX Game Development

You're reading from   Mastering LibGDX Game Development Leverage the power of LibGDX to create a fully functional, customizable RPG game for your own commercial title

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781785289361
Length 420 pages
Edition 1st Edition
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Author (1):
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Patrick Hoey Patrick Hoey
Author Profile Icon Patrick Hoey
Patrick Hoey
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Table of Contents (12) Chapters Close

Preface 1. As the Prophecy Foretold, a Hero is Born 2. Welcome to the Land of BludBourne FREE CHAPTER 3. It's Pretty Lonely in BludBourne… 4. Where Do I Put My Stuff? 5. Time to Breathe Some Life into This Town 6. So Many Quests, So Little Time… 7. Time to Show These Monsters Who's the Boss 8. Oh, No! Looks Like Drama! 9. Time to Set the Mood 10. Prophecy Fulfilled, Our Hero Awaits the Next Adventure Index

The theory of dependency graphs

We are going to extend what we learned with the previous chapter when constructing a conversation graph, and with a few (but significant) changes, create a quest dependency graph that will store the completion state of its corresponding tasks. A dependency graph is essentially a directed graph representing dependencies of several objects with each other. The key difference of this graph from the conversation graph is that the dependency graph does not contain any cycles. A graph with circular dependencies would lead to a situation where no valid evaluation order exists, since none of the vertices can be evaluated first. Without cycles in a graph, we will end up using a directed acyclic graph (DAG).

As explained later, we will make sure that we check for cycles every time we add a new dependency, and if any of them are found, disregard that particular dependency.

The following diagram (Figure 2) represents a sample dependency graph with four total vertices...

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