
Granger wrote:You could use power of two grid sizes for map tiles, with that the pointer arithmetric to get the offset of the tile becomes cheaper (since you can shift instead of base10 multiply/divide), this should outperform (or at least offset) the cost of fetching the grid size calculation.
Also - in case the map tiles are stored as individual files on disk - lz4 compression (or at least RLE to get rid of the voids) could boil down on-disk space, (de)compression is cheap compared to disk I/O.
Granger wrote:When destorying a house the code could first remove the house and then place the objects inside on the space prior cooupied by it.
Jackard wrote:but when is Havens birthday?
KwonChiMin wrote:jtpitner wrote:Any moment the update should happen everyone ready ? huh?
Its my birthday today. Please do it, jorbtar.
loftar wrote:Dec 7
Users browsing this forum: Claude [Bot] and 1 guest