A
Alexander123
Guest
Hello,
I've been trying to create my own 'map editor' in order to speed up game development process as much as possible.
The problem I've encountered is handling data because of the actual data size. For example if I were to have a 2.000x2.000 world, I'd have a total of 4.000.000 grid cells (tiles).
Now then, if we assume that each cell can hold the following:
My question would be, what do you think would be the best way to store this type of data, or tiledata in general when working with maps which have enormous size?
I've been trying to create my own 'map editor' in order to speed up game development process as much as possible.
The problem I've encountered is handling data because of the actual data size. For example if I were to have a 2.000x2.000 world, I'd have a total of 4.000.000 grid cells (tiles).
Now then, if we assume that each cell can hold the following:
- ground image,
- an add-on on top of that image (something like a flower, or any type of decoration),
- a wall or anything like that, a box, a tree, etc
- an add-on on top of a wall (a torch, spiderweb, etc)
My question would be, what do you think would be the best way to store this type of data, or tiledata in general when working with maps which have enormous size?
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