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* Chunks are "switched off" to save CPU cycles. If nothing important happens in a chunk (e.g. there are only fishes swimming around in the chunk) the chunk is not computed in the next [[Tick]].  | * Chunks are "switched off" to save CPU cycles. If nothing important happens in a chunk (e.g. there are only fishes swimming around in the chunk) the chunk is not computed in the next [[Tick]].  | ||
* The [[pollution]] model is based on chunks, and pollution spreads to neighboring chunks.  | * The [[pollution]] model is based on chunks, and pollution spreads to neighboring chunks.  | ||
*   | |||
*   | ==See also==  | ||
* [[Tile]], the next smaller unit.  | |||
* [[Region]], the next larger unit.  | |||
Revision as of 16:33, 20 August 2017
A Chunk is a unit defined as either an area of the map 32x32 tiles in size (containing 1024 tiles in total) or a distance of 32 tiles.
Chunks are used for:
- Map generation. When the player runs around and reveals the map or the radar explores the map, it is revealed in chunks.
 - Chunks are "switched off" to save CPU cycles. If nothing important happens in a chunk (e.g. there are only fishes swimming around in the chunk) the chunk is not computed in the next Tick.
 - The pollution model is based on chunks, and pollution spreads to neighboring chunks.