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SOS Server Help Squatter
Joined: Dec 02 2002 Posts: 329 Offline
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Posted: Fri Mar 14, 2003 1:58 pm Post subject: Tile struct fix |
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Since x and y only uses 10 bits, you should seperate the extra 2 from both so they may be used for other things. (Marking some tiles as special for bots, etc)
struct TileData
{
unsigned x : 12;
unsigned y : 12;
unsigned type : 8;
}; _________________ 3y3 4m l33t h4x0r
j0! 3y3 4m t4lking to j00!
fux0red 5cr1pt k1dd13.
-"l33t h41ku" |
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Mine GO BOOM Hunch Hunch What What
![Hunch Hunch<br>What What Hunch Hunch<br>What What](/images/avatars/hunchhunch-whatwhat.gif)
Age:40 Gender:![Gender:Male Gender:Male](templates/subSilver/images/icon_minigender_male.gif) Joined: Aug 01 2002 Posts: 3614 Location: Las Vegas Offline
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Posted: Fri Mar 14, 2003 4:48 pm Post subject: |
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Changing how the tile structure works would require the map editors to be changed, and the client (though priitk might be able to apply that in, oh, say 2 years). So far, only that one Continuum level editor was made, and isn't too great, so changing the structure won't help. But leaving space can be useful. Maps can be edited to be upto 4096x4096 tiles. So if priitk ever applies a setting so maps can be limited in side, we can maybe make HUGE maps without having to change how the file is handled (though would require someone to make new map editor). Anyways, all 256 tile types arn't even being used yet. |
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SOS Server Help Squatter
Joined: Dec 02 2002 Posts: 329 Offline
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Posted: Sat Mar 15, 2003 2:03 am Post subject: |
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Hmm... yees... damn I should stay away from posting things late at night ![sa_tongue.gif](images/smiles/sa_tongue.gif) |
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