Martin Felis
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4c0a2e7714
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Also populate chunks with entities when chunks are being generated.
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2023-11-05 21:46:28 +01:00 |
Martin Felis
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928ddd3937
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Some improvements on tile instancing.
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2023-11-04 19:15:26 +01:00 |
Martin Felis
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0663263bb7
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Further cleanup.
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2023-11-01 17:59:43 +01:00 |
Martin Felis
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6ca776014b
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Minor cleanup.
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2023-11-01 17:43:47 +01:00 |
Martin Felis
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36be4bc4c8
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Refactored map generation and masking.
World now has textures for height and tile types.
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2023-11-01 16:02:39 +01:00 |
Martin Felis
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a0a3fea598
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Chunk based world generation works.
Still missing:
- world population (trees, grass, rocks)
- chunk saving/loading
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2023-10-30 22:20:32 +01:00 |
Martin Felis
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da09c66cb3
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Added SceneTileChunk that is used in WorldView to manage state needed for the visible part of a chunk.
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2023-10-23 21:22:53 +02:00 |
Martin Felis
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0ce8a0ddd6
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Use Vector2 instead of Tuple<int, int> as identifier for chunks in World.cs.
Means we only have ~ +/-9.000.000 valid coordinates, but that should be enough for now.
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2023-10-14 21:54:18 +02:00 |
Martin Felis
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30b70d1d7a
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Added very basic chunk unloading.
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2023-10-08 22:38:35 +02:00 |
Martin Felis
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f8819937e1
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Some progress in tile streaming prototype
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2023-10-05 18:17:48 +02:00 |