enxomachina's Recent Forum Activity

  • If there is an issue with RAM use, what could I do to maybe shift the chunk's array information to some other thing that doesn't use RAM? Maybe some sort of File Save thing?

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  • So I recently figured out infinite terrain generation with a chunk system.

    I've limited it down to 9600x320 chunks though for better world design

    So for fun I've made it constantly generate chunks in the world maps grid pattern, with the concept being that once every chunk is done, the lag will be so wonderfully unnoticeable. That many chunks though, with 1/10th second delay, would take about 85 hours to finish. After all, the world is 600x20 miles large so that's understandable.

    I'll add what I need to in the future, but I was thinking over the weekend I could let this run and see what happens. Maybe the RAM use of having 3 million arrays with 30 thousand elements each would lag, although I have been very careful with this chunk system to minimize lag. RAM might be a new issue for a world this large.

    What do you think will happen? I understand this is unplayable and I'll later have to make it generate them only as needed, but maybe this fast generation could also be implemented for a short time while the player is in a loading screen or in a pause menu maybe. Just a fun learning experience ^-^

  • omg, adding a one second wait made it work O_O You're a hero, I don't have a mic right now or I'd like to learn more, I'm also pretty close to figuring out infinite terrain generation today or tomorrow and I gotta see it happen cx

  • I am hoping to pick the array that with ChunkX=2 ;-; but it is not, I have looked at debugger and around a lot online trying to understand my mistake, even testing it on the pick tutorial example where it did work ;-; idk what I've done wrong

  • I am creating an array, setting it's instance variable, and then editing it.

    If I Pick By Last Created it works fine

    If I Pick by Comparison where array instance variable is equal to what I set it to before, it doesn't work.

    I've never used Pick before and I have a feeling this is a noob mistake ;-;

    I've attached a photo:

    Tagged:

  • I've been pretty good at that so far, I'll have to think some time for how I'll implement this, but I know what needs to happen <3 thank you so much for help!

  • 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?

  • 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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enxomachina

Member since 23 Jan, 2020

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