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I have also implemented a chunked engine. The best way to think of it is to just think of the chunks as memory storage locations rather than as actual structures of the world. Then, whenever you generate content, generate it as though you had a giant array of arbitrary size. Just implement some functions like Voxel* GetVoxelAt(int x, int y, int z); Which ...


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This can be done in a variety of ways, most requireing use of a 3D engine. In one of our prototype engines we did it by using a custom 3D engine based on LibGDX that used orthographic projection to get isometric view. Each "tile" was then rendered as a 3D cube with textures, so we had to create content for the textures. The seams required extra love in the ...


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You could use a modified Flood Fill starting from a floor tile to check for the presence of grass tiles. In this case, the wall would count as a boundary and floor tiles would count as open space. If at any point during the flood fill you reach a grass tile then you know that the floor is not surrounded by walls.


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You can develop the game as a 3D game, but have a fixed camera angles and use "upright" sprites. A game that pulls this off is Bastion: The animations are very smooth and well-done, but they still use sprite sheets.


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If you write a 1 for a connection and 0 for lack of connection, and have 8 sides, then you can write out the configuration of an octagon as a bit string. I'll order them as east, northeast, north, northwest, west, southwest, south, southeast. If north and west are connected to neighbors and other directions are not, this would be written 0 0 1 0 1 0 0 0. ...


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Unless you want to allow octagons to overlap (when you would, you would be in quite a lot more trouble), it is impossible for two adjacent edges (a diagonal and an orthogonal) to be both connected to another tile. This makes stuff a lot easier. Separate each of your octagons into 9 tiles like this: You need one set of tiles where the diagonals are ...



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