Chunk: Difference between revisions
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{{Languages}} | {{Languages}} | ||
A Chunk is a [[units|unit]] defined as either an area of the map | A Chunk is a [[units|unit]] defined as either an area of the map 32×32 [[tile]]s in size (containing 1024 tiles in total) ''or'' a distance of 32 tiles. | ||
Chunks are used for: | Chunks are used for: | ||
* Map generation. When the player runs around | * Map generation. When the [[player]] runs around, has a [[radar]] explore the map via sectors or has [[artillery shell]]s fired across long distances, the map 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]]. | * 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 02:20, 17 December 2018
A Chunk is a unit defined as either an area of the map 32×32 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, has a radar explore the map via sectors or has artillery shells fired across long distances, the map 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.