Comments (2)
After a big rewrite I have removed hecs in favor of a simple "entity lists" that has been working well for me for the map.
This allows me to get a better grip on determinism and serialization. However it makes iterations a bit more expensive (less cache friendly).
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A fork of slotmap with serialized freelist has been made although it is unsound if the serialized data cannot be trusted. (fixed since then)
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Related Issues (20)
- GPU Compression
- Building Models HOT 1
- Terrain editing HOT 2
- Multiple kinds of trees + Tree brush
- modularize things HOT 1
- Electricity/water/sewers etc (pipes/networks)
- In game chat
- Technological Progression
- Distance fog HOT 1
- Game crashes on startup HOT 1
- Refactor multiplayer
- create dedicated website
- Terrain beyond buildable area HOT 1
- Terrain Decorations
- Launching and crashing soon after HOT 28
- Chaining streets shouldn't create intersections HOT 3
- Tooltip text for left-most items goes off-screen HOT 1
- Visual Error / Validation Errors? HOT 2
- Placing streets should delete buildings underneath it HOT 4
- Terrain Erosion is much faster than Elevation/Smooth/Level HOT 2
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