liamzebedee wrote:
The map is divided into chunks. Chunks are fixed in size (say, 16 by 16 tiles). Chunks are loaded around where the player is, in the order of closest to furthest. Whenever the player moves to a new chunk, another chunk in the farthest opposite direction is removed. This way, we are not exhausting memory by storing all the chunks. Objects are different, because they are not necessarily organized into structure. The general approach is to store all the objects and periodically search and remove all the ones we can't see.
Understood. Although implementing this might be quite hard (and even more so if your are quite a noob in game developement) so I might try working on other stuff first.
davedes wrote:
Why would you use Tiled for this? Tiled is a means of loading maps from the tiled editing software. If you are generating your maps and streaming them, you would want to create your own map format, and you wouldn't have need for a map editor.
The reasoning for using Tiled is to have a map editor in place (which might be needed anyway) and also not having to reinvent the wheel, because I think that my map format would share a lof of the features of Tiled's format.
Edit:
R.D. wrote:
Check out my "Engine", I work on if I have time:
https://github.com/Regiden/RadicalFishEngine[...]
This is all very easy and raw but you can use it as a basic idea

Wow thanks! I'll look into it
