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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 2010-08-09 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.

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