Next version of xLIB - features?
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- tr1p1ea
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Next version of xLIB - features?
Hey guys,
I was thinking about overhauling xLIB a bit and was wondering (besides bug fixes) what other features would you guys like?
I was thinking of adding:
Modifying the text routine so that you have access to special characters from the full character set
Sound support maybe
Possibility of a Map editor
Maybe a custom Map file format? Matrices are a bit large ... though a custom format would get rid of the ability to use decimals for special tiles/events etc
Adding more shapes like circles and stuff
3D grayscale Raycasting engine? .
Tell me what you think.
I was thinking about overhauling xLIB a bit and was wondering (besides bug fixes) what other features would you guys like?
I was thinking of adding:
Modifying the text routine so that you have access to special characters from the full character set
Sound support maybe
Possibility of a Map editor
Maybe a custom Map file format? Matrices are a bit large ... though a custom format would get rid of the ability to use decimals for special tiles/events etc
Adding more shapes like circles and stuff
3D grayscale Raycasting engine? .
Tell me what you think.
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Well, the custom thing would be cool, but couldn't you make it so that you have the map data in one thing, and then another thing for special events, just pure number aligned the same way the map data is... Or even just make it so it allows decimals, or other numbers, I don't know ASM at all, so I can't really say, but why wouldn't that be possible?
Shaun
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I think the most useful one out of all those ideas is the custom map format. regular matrices take up way too much space. I want to make a level where it doesnt have to reload the map everytime you get to the edge of the screen. I wonder if this could make xLib even faster since the matrix is smaller/more efficient. Just be sure to include some kind of decimal support for some of our games.
- tr1p1ea
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The reason matrices are so big is because they are stored in floating point format. If i were to use the same format to allow decimals then there would be no advantage at all. I could store elements in fixed point 8.8 maybe, tho this will still make map data larger than it should be. The only reason im a little dicey about custom map files is that it will break compatibility ... although it will improve performance.
Events can be handled in many different ways, you dont always have to use decimals in your map data.
Events can be handled in many different ways, you dont always have to use decimals in your map data.
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- kv83
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why not offer up 1 or 2bits of the number... i don't know basic that well, but I guess every place of the matrix can hold a number with a max of 8/16 bit? you could use those 2 bits for "flagging" the tiles for special thinks like triggers and stuff?
if it breaks compatibility it's just the way it is.
if it breaks compatibility it's just the way it is.