Commit message (Collapse) | Author | Age | Files | Lines | |
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* | lotta performance improvements | Star Rauchenberger | 2022-03-17 | 1 | -4/+90 |
| | | | | | | | the two main things: 1) When ticking three times after a lighting change, we no longer iterate over the entire map. Instead, we keep a list of the tiles that have changed and the ones adjacent to them, and we iterate over that list. 2) The map tile type is now stored in a separate array from the rest of the tile data. This is because the tile type is the only thing needed for the cellular automata tick, and thus the only thing that we need to actually copy. | ||||
* | added signs (which can't be read yet) | Star Rauchenberger | 2022-03-16 | 1 | -2/+3 |
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* | lit tiles in unloaded chunk should count toward total lit tiles for zooming | Star Rauchenberger | 2022-03-15 | 1 | -0/+9 |
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* | fixed chunks not loading correctly when going up and left | Star Rauchenberger | 2022-03-15 | 1 | -10/+2 |
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* | window starts in centre of screen | Star Rauchenberger | 2022-03-14 | 1 | -25/+0 |
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* | .at() is slower than operator[] | Star Rauchenberger | 2022-03-14 | 1 | -1/+1 |
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* | map is now "infinite" using chunks that dynamically load like in diamond&pearl | Star Rauchenberger | 2022-03-14 | 1 | -24/+160 |
| | | | | game is also slow as shit now | ||||
* | abstracted map data into a class to allow for zooming out | Kelly Rauchenberger | 2018-05-29 | 1 | -0/+127 |