would each require approximately 9 unique numbers plus the zero for "none". With the current state of the game, shape, material, etc. However, having more, fewer-bit fields is less efficient in a binary number system. If a block's texture were to be procedurally generated (I kinda like that notion!), then having separate fields might work out. But what if you would start from scratch, or determine the amount of work were acceptable?Ĭlick to expand.Primarily, I would say it comes down to texturing/artwork. I understand that the current engine is doing things the way it is, and it would probably require a rewrite of major parts of it. Somehow I feel it would be a more flexible, extensible, and future proof approach to decouple shape, material and colour from each other. Shouldn't that be possible to fit in about 5+5+5=16 bits (for good measure and with room to spare)? Another few bits are needed for rotation and meta information, but they are required with the current system anyway. ), one field for the material (hull, armour, glass, light, rock etc.), and a third field for colour or tint?Ĭurrently there are cube, wedge, tetra, hepta, corner and three slabs for 8 shapes, about as many materials if you count terrain blocks as well, and on the order of ten colours. Could somebody please explain in layman's terms why (or even if) it is preferable to have a block ID for every new block variation, as opposed to having one field determining shape (cube, wedge, slab1234.
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