The coding bug.
I got the urge to start coding more and more, so I did some work on Rustbot. I didn't work on the actual game itself, but rather I worked on some tech that I can apply to it.
I wanted to have the level/map/land load dynamically as the player moves around, so that the entire world is not loaded all at once. So I wrote a program to take a giant 4096x4096 pixel heightmap and split it into 4096 64x64 pixel heightmap tiles. Then I created a new project wherein it only loads/displays the tile the player is in and the adjacent ones.
![]() |
Figure 1 - The bright green tile contains the player (white dot) and the dark green are the adjacent tiles. |
Figure 1 above displays what I mean. So, when the player (the white dot) moves from one tile to another, it needs to ditch the tiles that were adjacent (but aren't anymore) and load the tiles that are.
![]() | |
Figure 2 - Player has moved right by one tile |
This is how we avoid load screens and annoying waits between levels. After this, I'll see about re-writing the object classes and get Rustbot off the ground again.
Speaking of... just how much sense, given what's been established gameplay, does the name "Rustbot" make?
No comments:
Post a Comment