New answers tagged maps
2
I think it helps to compare it side-by-side with regular Perlin noise. As explained in the Gustavson paper, Perlin noise works by assigning pseudo-random values (gradient vectors) to each corner of a square grid and then doing some interpolation for points in the interior of a grid cell. So the first step in evaluating Perlin noise is to figure out which ...
4
If you are going to be storing the Components in a collection all together then you must use a common base class as the type stored in the collection, and thus you must cast to the correct type when you try to access the Components in the collection. The problems of trying to cast to the wrong derived class can be eliminated by clever use of templates and ...
0
Maybe you're better off with an 1D array (aka string). Then it's much easier to find the player and to make moves (with +1 -1 +3 -3). Watch for wrappings.
0
As Martin Sojka notes, rotations are simpler if you convert to a different coordinate system, perform the rotation, then convert back.
I use a different coordinate system than Martin does, labeled x,y,z. There's no wobble in this system, and it's useful for lots of hex algorithms. In this system you can rotate the hex around 0,0,0 by “rotating” the ...
4
There's a few strategies you can employ:
Break the data into chunks. This allows you to only send what's needed by the client (as mentioned in Elviss's answer). This will also be useful to implement for many other aspects of the terrain.
Use the organization of the data to your benefit. You don't need to have labels for all your data. The client should ...
2
You can divide your map into regions, generate them procedurally and send only the parameters of each of them to clients. For example, if there is a mountain somewhere on terrain that is being seen by player, you can send parameters of the mountain (like height, radius, angle of slopes etc.). This is a little bit tricky to manage (you will have to modify ...
Top 50 recent answers are included