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返信[14]
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SıмΞоп SimeonW
Oh I see, well memory still should not be an issue
0そうだね
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返信[13]
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SıмΞоп SimeonW
Oh I was wrong thats 16 chunks Thats a reasonable world! So memory is not an issue, but speed might be, and that one I cannot calculate
0そうだね
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返信[11]
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SıмΞоп SimeonW
so an integers max value is 2^31=2147483647 Which can store three 256 values Thats 0.0874 megabytes for a 64x64x64 map Which is reasonable
1そうだね
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返信[10]
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SıмΞоп SimeonW
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
1そうだね
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SıмΞоп SimeonW
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...)
2そうだね
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SıмΞоп SimeonW
*girl scream* AHHHHHHHHHHHHHHHHH
1そうだね
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SıмΞоп SimeonW
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
1そうだね
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SıмΞоп SimeonW
Well it should work just like that, so that line is not your issue, but they are right, either increment it after that line, or at the end of the loop
0そうだね
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SıмΞоп SimeonW
Geez those graphics tho
0そうだね
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SıмΞоп SimeonW
0そうだね
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SıмΞоп SimeonW
2そうだね
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SıмΞоп SimeonW
Check out mi maze game, its kinda fun
0そうだね
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SıмΞоп SimeonW
oh my gosh why
2そうだね
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SıмΞоп SimeonW
Hold L or R, its easier
0そうだね
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返信[2]
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SıмΞоп SimeonW
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
0そうだね
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SıмΞоп SimeonW
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
0そうだね
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SıмΞоп SimeonW
Oh geez, whoever wrote that has got serious guts to turn on strict mode
1そうだね
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SıмΞоп SimeonW
Make the icons bigger, make it all minimal, give it that new retro windows 8 feel
0そうだね
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SıмΞоп SimeonW
@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
1そうだね
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SıмΞоп SimeonW
I'm getting a feeling that SmileBasic was made in java lol
0そうだね
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