Chunk: Difference between revisions
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(Changed links going to the redirect Tick to go to Game-tick.) |
m (Reverted edits by BilkaBot (talk) to last revision by Arseniccatnip) |
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Chunks are used for: | 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. | * 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 [[]]. | * 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. | ||
Revision as of 19:29, 6 September 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.