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Multiple internal storage linked lists should be a prime example. I was using them on my 1995 racing game [1], where each car was contained in a global list of cars (for game logic and rendering), a list of cars for each sector of the track (for driving AI), and a list of cars for each map tile (for collisions).

Not sure if this is formally valid prior art, as each list a car is part of can be considered different lists (i.e. different set of members), not different sequences on the same set.

Frankly, I'd rather see this abomination be dismissed on the grounds of being obvious.

[1] https://github.com/TheJare/SpeedHasteSrc/blob/master/game/th...


You would need to have been storing cdrs as well as cars for it to be considered valid prior art.


This is a bit more general than either a doubly-linked list or a skip list, but it seems a pretty straightforward extension of those ideas.


Not only straightforward, but also not novel. For example such lists have been described (with source code) in this textbook (published in 1994): Taming C++: Pattern Classes and Persistence for Large Projects by Jiri Soukup. Here's a picture taken from this book illustrating the concept: http://community.moertel.com/~thor/blog/pix-20061201/soukup-...




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