• Create Account

### #ActualMoBaT

Posted 07 February 2013 - 11:10 PM

So basically you have map files from like 1 - 100 let's say and each file is 20 x 20 tiles. Then you load the maps depending on the area they're at.

What I tried doing was something like:

for (int y = playerYTILE - 10; y < playerYTILE + 20; ++y)
{
for (int x = playerYTILE - 10; x < playerYTILE + 10; ++x)
{
//CODE
}
}



But when I was walking, my character was moving faster than the map loading itself, which does not make sense to me since it uses the tile it's on. I could implement a chunk system, but spent some time trying to get this method working.

### #2MoBaT

Posted 07 February 2013 - 11:10 PM

So basically you have map files from like 1 - 100 let's say and each file is 20 x 20 tiles. Then you load the maps depending on the area they're at.

What I tried doing was something like:

for (int y = playerYTILE - 10; y < playerYTILE + 20; ++y)
{
for (int x = playerYTILE - 10; x < playerYTILE + 10; ++x)
{
//CODE
}
}



But when I was walking, my character was moving faster than the map loading itself, which does not make sense to me since it uses the tile it's on. I could implement a chunk system, but spent some time trying to get this method working.

### #1MoBaT

Posted 07 February 2013 - 11:09 PM

So basically you have map files from like 1 - 100 let's say and each file is 20 x 20 tiles. Then you load the maps depending on the area they're at.

What I tried doing was something like:

for (int y = playerYTILE - 10; y < playerYTILE + 20; ++y)
{
for (int x = playerYTILE - 10; x < playerYTILE + 10; ++x)
{
//CODE
}
}

But when I was walking, my character was moving faster than the map loading itself, which does not make sense to me since it uses the tile it's on. I could implement a chunk system, but spent some time trying to get this method working.


PARTNERS