Comments (3)
One small addition to this is that the very next variable does actually represent a "sector count" and it is closely associated but is based on different units
## Total number of sectors to generate around the player.
onready var _total_sector_count := sector_size * sector_size
## And this is half of `_total_sector_count`.
onready var _half_sector_count := int(sector_axis_count / 2.0)
I have to imagine this is an artifact of a refactor at some point. I don't mean to harp on it :)
from godot-procedural-generation.
Yes absolutely it's incorrect, we should fix it.
from godot-procedural-generation.
cheers, have a good one!
And thanks again for maintaining good examples. I've got a lot more stuff working today than I did yesterday 🙏 . I appreciate the contributors.
from godot-procedural-generation.
Related Issues (9)
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