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Post by waytodawn on Nov 4, 2016 23:16:36 GMT -5
It would be a dream to have a 1,000 by 1,000 map with 500 worlds, please add that.
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Post by fallen on Nov 5, 2016 10:31:58 GMT -5
It would be a dream to have a 1,000 by 1,000 map with 500 worlds, please add that. Thanks for the suggestion! We'll keep working on improving the game.
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Post by stratego on Nov 25, 2016 9:17:02 GMT -5
It would be a dream to have a 1,000 by 1,000 map with 500 worlds, please add that. Thanks for the suggestion! We'll keep working on improving the game. Does your current engine support that?
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Post by fallen on Nov 26, 2016 9:32:03 GMT -5
stratego - no, the engine would be unable to support maps of that size at this time.
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Large maps
Nov 26, 2016 16:55:32 GMT -5
via mobile
Post by Brutus Aurelius on Nov 26, 2016 16:55:32 GMT -5
stratego - no, the engine would be unable to support maps of that size at this time. What is the largest map the engine would support? And is the limit based on the AI capabilities?
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Post by fallen on Nov 26, 2016 17:06:34 GMT -5
Brutus Aurelius - I don't have a specific number, but it is limited by a number of factors, nothing particularly related to AI. More in the rendering and loading pipeline.
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Large maps
Nov 26, 2016 17:30:05 GMT -5
via mobile
Post by stratego on Nov 26, 2016 17:30:05 GMT -5
Brutus Aurelius - I don't have a specific number, but it is limited by a number of factors, nothing particularly related to AI. More in the rendering and loading pipeline. That explains a lot.
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Post by fallen on Nov 26, 2016 20:16:48 GMT -5
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Post by stratego on Nov 27, 2016 5:20:00 GMT -5
One question are those map numbers made in dword, word or byte system? If its dword it should be limited to 4295million addresses, if word I think it was ≈65500and byte is up to 256, Logically it should be word, as byte is small and dword is not that limited as your statement.
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Post by Cory Trese on Nov 27, 2016 10:46:57 GMT -5
LOL, no, they're done with C++ -- a dword, which is short for "double word," is a data type definition that is specific to Microsoft Windows. Our code is highly portable, and therefore does not use dword, word or byte as a data type anywhere in the game.
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Post by stratego on Nov 29, 2016 4:05:37 GMT -5
LOL, no, they're done with C++ -- a dword, which is short for "double word," is a data type definition that is specific to Microsoft Windows. Our code is highly portable, and therefore does not use dword, word or byte as a data type anywhere in the game. So it has limitations in several 10 of 1000 coordinates??? if so maximal maps would be something like 300*300, that's a pretty large map
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Post by fallen on Nov 29, 2016 11:32:49 GMT -5
LOL, no, they're done with C++ -- a dword, which is short for "double word," is a data type definition that is specific to Microsoft Windows. Our code is highly portable, and therefore does not use dword, word or byte as a data type anywhere in the game. So it has limitations in several 10 of 1000 coordinates??? if so maximal maps would be something like 300*300, that's a pretty large map Maybe Cory's response wasn't clear. The map code does not use dwords and its limitation has nothing to do with the data type of its storage.
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Post by stratego on Dec 1, 2016 1:20:59 GMT -5
So it has limitations in several 10 of 1000 coordinates??? if so maximal maps would be something like 300*300, that's a pretty large map Maybe Cory's response wasn't clear. The map code does not use dwords and its limitation has nothing to do with the data type of its storage. If the limitation is not because of data type used for it, then I don't see what could possibly make this big limitations as the only other thing that could make that big limitations is hardware, as AI system should work and I don't see anything else that limits data stream, I'll check source code to understand what could possibly interfier with map size like that in your engine.
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Post by fallen on Dec 1, 2016 12:11:10 GMT -5
If the limitation is not because of data type used for it, then I don't see what could possibly make this big limitations as the only other thing that could make that big limitations is hardware, as AI system should work and I don't see anything else that limits data stream, I'll check source code to understand what could possibly interfier with map size like that in your engine. Thanks for sharing your thoughts on this! As mentioned before, the limitations are about loading and rendering.
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Post by Cory Trese on Dec 1, 2016 13:29:00 GMT -5
This might be a better conversation for the Cocosd2-x forum? I don't know if it will be productive, either way, but that's probably the best place to discuss engine internals with interested parties.
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