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purformance vs resources

Name: Anonymous 2010-08-08 2:47

I'm making myself a game and it's going to have a huge map 50000x50000 tiles -> 20bytes per tile atm.


Now i already have split the map up into sections of about 500x500 and i can store these as their own Objects @ a cost of ++500^2*20 bytes per object or i could sacrifice some speed and store the map to a image with a color->byte conversion to determine what's located @ the specified x,y coord.

wat do?

Name: Anonymous 2010-08-08 2:49

Name: Anonymous 2010-08-08 2:51

>>2
does not compute

Name: Anonymous 2010-08-08 3:20

>>3
Well, naturally. Your stupidity is not a computable problem.

Name: Anonymous 2010-08-08 8:31

>purformance
So is that a furry sex simulator?

Name: Anonymous 2010-08-08 10:29

Name: Anonymous 2010-08-08 12:38

A 50000x50000 tile map is way too big. Even at 1 byte per tile it's over 2GiB, not to mention the problem of how you would even create that much content. You don't need a very big map to make a good game. Take a look at a SNES game like The Legend of Zelda: A Link to the Past. The entirety of its map easily fits in a single 1024x1024 tile map.

Name: Anonymous 2010-08-08 14:29

50000x50000 tiles -> 20bytes per tile
Have you even done the math on this?
50 000 000 000b
48 828 125kb
47 684Mb
46.57Gb
Your total world map is just over 46 gigbytes.  How the hell do you plan to make something like this available?  Blu-ray!?
The only way you could do something like this is downloading and uploading map sections as the player navigates (4.77Mb per map section per your calculations).

Name: Anonymous 2010-08-08 14:31

The blind leading the blind in good /prog/ tradition, I see.

Name: Anonymous 2010-08-08 14:42

>>9
Leading them by the anus.

Name: Anonymous 2010-08-08 17:52

>>8
U MENA GiB

Name: Anonymous 2010-08-08 18:00

>>11
JyggyBytes

Name: Anonymous 2010-08-08 20:44

>>8
The power of compression I assume.

Name: Anonymous 2010-08-08 20:47

>>13
Sounds like the perfect application of FV's infinite compression algorithm.

Name: Anonymous 2010-08-08 20:56

>>13
Is there a lossless algorithm that is so efficient you can compress something to even one-sixth of its original size (at which point you can store the world onto a dual-layer DVD)?

Name: Anonymous 2010-08-08 21:06

>>15
Yeah, it's an algorithm that strips out all the zeroes in a binary sequence, leaving just ones. The encoder performs very well, but the decoder needs some work.

Name: Anonymous 2010-08-08 21:07

Name: Fuck off, !Ep8pui8Vw2 2010-08-08 21:11

Name: Anonymous 2010-08-08 21:30

>>15
Protip: it depends on how compressible the data is.

Name: Anonymous 2010-08-08 22:02

>>19
Protip: how compressible the data is depends on the compression algorithm.

Name: Anonymous 2010-08-08 22:06

>>19-20
Guys guys guy.  We're /prog/.  We're supposed to have ways of overcoming race cases.

Name: Anonymous 2010-08-09 1:21

>>20
You obviously don't know shit of data compression.

Name: Anonymous 2010-08-09 2:22

>>22
I wanted to say this earlier on using actual arguments, but you seem to have done it pretty well. Thanks.

Name: Anonymous 2010-08-09 4:42

Name: Anonymous 2010-08-09 17:34

>>20
Protip: The best form of compression for large world environments is dynamic procedural generation, and caching the result of everything in the player's vicinity in memory or on disk to be paged in/out.

Name: Anonymous 2010-08-09 17:41

>>25
I didn't want to tell the OP he'd have to program The Elder Scrolls: Arena.

Name: Anonymous 2010-08-09 19:24

Store the tiles on the cloud network.

Name: Fuck the cloud 2010-08-09 20:04

>>27
Thunderous clouds do not always give rain.

Name: Anonymous 2010-08-10 10:04

>>25
Basically this. OP isn't going to want to draw in 2.5 gigatiles by himself, so he'll want to cut+paste bits many times. This means a significant percentage of the map will be duplicated data (ignoring "random" things like trees that make it feel like you're not just walking through the same 25x25 map constantly - this kind of stuff can be made random with, uh, rand()).

Name: Anonymous 2010-08-10 11:51

>>25
Maybe you should be telling >>1 that, instead of aiming your condescension at people who are also making fun of him.

Name: Anonymous 2010-08-12 6:09

purrrrrrrrformance


meow

Name: Anonymous 2011-01-31 20:46

<-- check em dubz

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