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.
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...