Jasoco wrote:Is there any reason why you need any one map to be 1000x1000? Can't you do what other games do and break it up into sections?
Unfortunately, no. For the time being, my game is essentially a wilderness exploration/survival game with a focus on allowing the player to be creative. That's why I want a large map, so the player can go where they please and feel like they're in a large open world. I'm trying to play around with how I can convey that sense, but it's look like simply having one huge map to play in isn't going to work.
A couple example of games that use gigantic amounts of tiles that came to mind for me were Transport Tycoon, which can have maps as big as 2048x2048 and Stronghold which uses an unbelievably huge number of tiles, although I'm not exactly sure how. I was hoping they had figured something out that worked for them, and that I was simply missing something.
I am deathly afraid of loading screens, I find they break immersion horribly and I want to avoid them at all costs. It's certainly a big obstacle, but I feel that if I work at it hard enough, I can figure something out.
Nikolai wrote:
You see that as a problem? Consider that, from the statistics you quote, with 10,000 tiles, the memory cost is about 3K per tile; at 250,000 tiles, the memory cost is about 4K per tile. Even if it could somehow be managed to occupy only 2K per tile, 1,000,000 tiles would require roughly 2 GB; this doesn't include room for the plot, the animations, the operating system, or anything else. You might need some kind of hard drive swapping just to make that work at all, and believe me, you'd notice the enormous hit in performance.
You're absolutely right, I hadn't even thought of that. Of course it goes up exponentially. I feel silly now. Especially since my tiles actually hold quite a bit of information already, I should have figured that out. Ah well
I may just make a large number of small maps divided into quadrants and then load and unload adjacent maps based on what quadrant
of the map you're in. This was the other idea I had in mind. One thing is for sure, it seems the large maps are not a good idea.