Kwyll 29 - Memory and Web

  Рет қаралды 68

IndigoBeetle

IndigoBeetle

Күн бұрын

Пікірлер: 3
@stevesgaming7475
@stevesgaming7475 5 күн бұрын
Great stuff!
@preferredimage
@preferredimage 5 күн бұрын
Nice progress. Are you using any in line compression on the room data to store say 20 brick tiles in a row or especially from the blank sections. And are you using tile types as I noticed you unclicked collision so is that a separate tile map for solid blocks vs pass through or do tiles have types which you can check for things like wall, ladder, lava etc.?
@indigobeetle
@indigobeetle 5 күн бұрын
Good questions, feel free to pop by the Discord if you want more detailed explanations... 1. I use some rudimentary compression for the tilemap data, but I have plans to improve upon that. Blank sections are not stored at all, only spans of tiles/attributes/collisions. 2. Collision information is stored separately from the tile types, there is at least one video in the playlist that explains in more detail how the separate tilemap layers work. The tile types are currently just the visual represetnation, but the system has the capacity to store additional properties both within each tile as well as on separate attribute layers in the tilemap.
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