Comments (7)
Huh? What's world wrapping?
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Basically, forcing worlds to be smaller than 2**32 chunks in either direction. I'm sure you can imagine how it might work. It's been a wishlist feature for a while.
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Hm.. Might be cool if you made it so that, while a player could walk in a straight line indefinately, chunks would repeat (Not teleporting the player to the other side of the world, instead looping the generated chunks)
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That was, in fact, the plan.
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To prevent sharp edges, it might be best to mirror the world along the edge that the player is crossing. For instance, consider these chunks:
1 2
3 4
When a player in 2 heads north, they would be given the equivalent of this:
3 4
1 2
1 2
3 4
The pattern could also repeat horizontally:
3 4 4 3
1 2 2 1
1 2 2 1
3 4 4 3
This can continue indefinitely in either direction. The upside is that it's easy to compute. If you assume that the left-most, bottom-most unmirrored chunk has an X,Y position of (0, 0) and the world's width and height are W and H respectively, then you can use a formula along these lines:
C_x(x) = X % W if X / W % 2 == 0
W - (X % W) if X / W % 2 == 1
C_y(y) = ...
from bravo.
The generators could also be modified to wrap their output appropriately, which would be cheaper than mirroring the chunks. OTOH, if they're only mirrored on the wire, that wouldn't be too bad, but then we'd have to wrap and unwrap all coordinate accesses. Hm, what to do...
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could you fit it on a Klein Bottle or a Torus?
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