enxomachina's Forum Posts

  • Thank you, I understand how that solution would work! Does this rely on RAM where if there are lots of arrays in existence that aren't being used, the game will still slow?

  • Thank you! I am new to using noise so I didn't realize that the seed was so useful! I understand how this would solve the issue completely. Although, the player is able to lower and raise the perlin noise value in the array to change the terrain. When the player leaves and returns to the chunk and the seed is used for the terrain, what could I do to affect that value by the amount the player has previously changed that value?

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  • I am filling one z axis of the array with perlin noise values so I have a feeling that if I broke the map into many arrays that the noise wouldn't be so perliny on chunk edges

  • If I open a new project and add an empty array

    size 4000x4000x3 and run it, it's fine (48,000,000 elements)

    size 5000x5000x1 and it crashes (25,000,000 elements)

    size 10,000x1,000x10 it is also fine. (100,000,000 elements)

    I am looking for an alternative option of storing integers that is size 960,000x32,000x3 (92,160,000,000 elements)

    I use the array to hold terrain values for my games world map, but I use it sparingly and in a way that so far has almost no lag.

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