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Server Help | ASSS Wiki (0) | Shanky.com
Tile struct fix

 
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SOS
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Joined: Dec 02 2002
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PostPosted: Fri Mar 14, 2003 1:58 pm    Post subject: Tile struct fix Reply to topic Reply with quote

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;
};
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PostPosted: Fri Mar 14, 2003 4:48 pm    Post subject: Reply to topic Reply with quote

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


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Posts: 329
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PostPosted: Sat Mar 15, 2003 2:03 am    Post subject: Reply to topic Reply with quote

Hmm... yees... damn I should stay away from posting things late at night sa_tongue.gif
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