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2

There are several options: Have a non-scrolling background image which is more attractive than just pure black. This might make the game appear a bit more abstract. (example from Disgaea D2) Add a decorative border which looks as if the game takes place on a tabletop or similar (Example from Rings of Power) Design your maps with a non-reachable border ...


0

There are multiple ways to solve this issue. The first way to solve this would be to use procedural generation and simply create more terrain on the fly when the player reaches the edge of the map. Depending on what you currently have, this could be pretty hard to achieve. The second would be to add walls to the map, so the player can't reach the edge of ...


0

You can create something like level of details for this. There are three ways you can handle this: I. Create tiles that will cover the same amount of screen but have smaller resolution. You stay with same number of draw calls but with less data per draw. II. Create tiles that are bigger so you get less draw calls. III. Merge this two methods and create ...


-1

You must to divide your whole world into parts, and check is each of them is close/further from your position. It gives you priorities how frequently you should update your map part. Because there are some algorithms which allow to optimise such updates.


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I have fixed this problem through the following method. First, while generating noise values, I kept track of the minimum and maximum values. Second, when storing the noise values into my array, I normalized the data: (value - min)/(max - min). This way, all my values are between 0 and 1, but are better distributed. The equation maps the minimum value to (...



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