Thats a good point, ok, what if we made it smaller, say 64x64 thats 4 chunks and we only keep a height of 64
Now thats 0.26 megabytes
But if each block is a value of 0-256, then we can store multiple blocks in one byte, an integer ending in % is 32 bit signed
...continued
It does sound pretty cool, and for an infinite map, we would NOT want the pixellated effect (raytracing) approach, since the view distance would need to be very far, so it would be faster to physically draw the polygons
I have a bit of experience with this concept, but not enough to construct a minecraft like game
Plus it would be hard to keep the map active (water physics, sand/gravel, etc...)
Its the Z index sorting that usually uses the most processing, but as long as you use sprites, you dont need to worry about what sprites are behind what sprites
It does it for you
well wait, its lowercase, so your just defining a masking function, which is not entirely overriding, since the user can still call the uppercase function
Your options:
-Draw each letter pixel by pixel, use DATA to make the process less tedious
-Or create your font through sprites, then draw each character with SPSET, but the issue with that would be only 512 characters could be on the screen at once
@mystman: Eh, I disagree
Raycasting is among the slowest 3D engine you can get, 'normal' 3D game engines just use a lot of math, and algorithms, but i'm sure smilebasic could make some decent 3D graphics without raycasting