I've been working on different tile-based projects, but never really bothered with being efficient memory-wise. Each tile was represented by a tile class which would hold the following: X and Y ID ...
My game consists largely of "sea" tiles with sections of tiles that form "islands". The sea tiles are all exactly the time. The map itself is pretty large and only going to get larger. I'm trying to ...
My game is having a map like that of Minecraft, in the way it's pseudoinfinite and randomly generated. And big. Say the user has explored a 1000x1000 zone (2D here), so that's 1,000,000 tiles. ...