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    Large Tilemap Storage Hello - I recently started designing a tile-based game, but I'm not exactly sure what would be the best method for storing my tiles in the map that will be displayed. I understand that most maps are a simple 2D array with each dimension representing the different axes (x, y), but my game has massive quantities of tiles that need to be displayed at once (I don't have an exact number, but I know it will be over 60x30, which is 1800 at once). I'm fairly certain that the aforementioned construct will be too simple and costly for my needs. I'm also looking to delve into simple procedural generation in the future, meaning I want my method of storage to be able to be easily modified/populated. The best analogy of a game I could give for reference is Terraria, since it has both procedural generations and a bunch of tiles. To simplify, my question is basically: What would be an efficient way to store a map with large amounts of tiles (in the thousands), while still allowing the construct to be populated relatively easily? Thanks for any input/help. https://ift.tt/eA8V8J

    Hello - I recently started designing a tile-based game, but I'm not exactly sure what would be the best method for storing my tiles in the map that will be displayed. I understand that most maps are a simple 2D array with each dimension representing the different axes (x, y), but my game has massive quantities of tiles that need to be displayed at once (I don't have an exact number, but I know it will be over 60x30, which is 1800 at once). I'm fairly certain that the aforementioned construct will be too simple and costly for my needs. I'm also looking to delve into simple procedural generation in the future, meaning I want my method of storage to be able to be easily modified/populated. The best analogy of a game I could give for reference is Terraria, since it has both procedural generations and a bunch of tiles. To simplify, my question is basically: What would be an efficient way to store a map with large amounts of tiles (in the thousands), while still allowing the construct to be populated relatively easily? Thanks for any input/help.

    from GameDev.net http://bit.ly/2W01BI2

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