I thought of a game idea the other day, but the only way my game idea would be possible was to have a really really large world map which required a specific amount of tiles. I started by doing some research to see just how many tiles I could get away with in BYOND. It turns out, the only maximum supported map size at compile time is 1000x1000 tiles (and you can have 1000 z layers). This wasn't big enough consecutively on a latitude and longitude plain; I needed a bigger seamless world with wider-spread boundaries.
So I sat down and CAME UP WITH a chunk saving and loading system that allows worlds to become truly massive. In fact, with this system, it is possible to have 30+ million tiles for a single world.
Here's the demo, I will consider releasing the code as a library sometime in the future.
http://www.byond.com/developer/FIREking/Massive
Enjoy!
ID:1335314
![]() Jul 26 2013, 8:06 am
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You could easily make it support more z levels. The problem with that is you increase the size of the map and the chunk exponentially. For each z level you add, it would take x(Z layer count) times longer to save and load.
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What I was talking about is having different sized z levels. For example 1 250x250 z level and one 500x500 z level. I don't know if that's what Goku was talking about.
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FIREking wrote:
You can't do that, its a BYOND limitation. BYOND limitations can be "un-limited" (Not literally unlimited but they could make it possible if they really wanted) if the devs wanted too. It's up to them and what they deem "important" I suppose. |
Well from the conversations I've had with Lummox JR, what I gathered was they definitely want to make maps more dynamic, but its something they don't foresee happening in the first major versions of BYOND 500 unfortunately.
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FIREking this is freaking amazing, i hope you release the code soon, i want to use it in a MMO i am working on.
Will there be support for procedural genreation? |
Very impressive! I would love to see this system put into a minecraft inspired survival game! I would totally play that.
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Well why not have 1000X1000 Z, then use boundaries that you hit at the end of the map, you will go to a new part of the world
If you put 1000x1000 times 1000z ... thats 1 BILLION tile world. now thats a massive world. |
"This wasn't big enough consecutively on a latitude and longitude plain; I needed a bigger seamless world with wider-spread boundaries."
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Hehe, yesss! I get it (if you're indeed trying to do the thing, a thing, in which case.. uh, i'm pretty confident i get it, also i clearly think w/e it is -that might just be something only i'm in on?- is pretty funny, classic even, so... yeeeeeah)*
Oh right -rather than feeling an urge to come back to edit this later with this info- what i'm referring to is that sounding like an excerpt one might pick out from within something of a motivational/technical talk type speech, that some top figure might give out when describing the path to their success/victory e.g. Being at the helm of some ground-breaking innovation(s). Thinking about it, it does feel like it's what you were going for.. which kinda makes me want to shake my head at myself at this ramble i seem to be on right now. ANYWHOOOO! *Disclaimer: Possible wrongful treatment of brackets, or for the more refined:'Parenthesis', admitted. noted.. and then ignored. Proceed!* |
could someone quickly explain what Z is used for? and how?
im trying to learn code ;) |
It's a coordinate. X, Y, Z.
http://www.rockymountainastrologer.com/Graphics/xyz.gif Z is basically the layer you're on top of. |
Now if only there were a way to have different size z levels.