I've been browsing the game ideas section and looking at a few 4K competition entries (My favourite being Dungeon4K) and it occurred to me recently that expectations of how to solve a problem are "do the simplest method available".
As I've said previously, all the solutions I create tend to be fancy.
One thing that got me was Matzon's advice to a newbie posting in the Game Design forum about creating a maze.
Matzon's advice to the newbie struck me as normal but I've actually been wandering if such simplicity is good? So I tried to make a maze game.
My previous maze games in the past when I was a noobie have all been using arrays.
While it is easy to knock up a quad tree, I've actually spent 2 days devising a method recently of avoiding all boolean checks and branches when adding a volume into a quad tree.
I ended up doing a calculation of step functions and dot products, for what it's worth and ended up being trashed as someone on a specific forum I frequent ended up asking me "What does it do?" and I just responded by saying that it's the world's fastest quad tree(simply because it reduces conditional checks to 2, both are calculated from a numerical function anyhow and memory is accessed by the results), again I haven't actually tested it however after all the work it ended up being quite simple.
Anyway it's amazing how a very simple problem that can be accomplished within a few lines of code ended up turning into a research project.
NOTE: By saying "I haven't tested it." I mean that I haven't benchmarked it.
If anyone's interested in the code I can knock it up quite quickly.