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technical_faq [2023/07/08 18:25] – Added "Why Pixel Graphics" Karsten75 | technical_faq [2025/02/14 14:57] (current) – external edit 127.0.0.1 | ||
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Often technical questions regarding programming techniques, data structures, optimization and other questions that are not specifically game-related are asked of Knuckle Cracker. This is a collation of answers to those questions, in the event (hopefully) these answers are useful to others as well. | Often technical questions regarding programming techniques, data structures, optimization and other questions that are not specifically game-related are asked of Knuckle Cracker. This is a collation of answers to those questions, in the event (hopefully) these answers are useful to others as well. | ||
- | ? IXE: Why Pixel graphics? | + | ? IXE: Why Pixel graphics? |
: For IXE, I wanted to explore adding additional simulations to the game that would work in conjunction with the creeper, and I wanted the terrain to be simulated at the most basic unit. Work backwards from the computational capabilities of current home computers running multi-threaded SIMD compiled code, and you get a " | : For IXE, I wanted to explore adding additional simulations to the game that would work in conjunction with the creeper, and I wanted the terrain to be simulated at the most basic unit. Work backwards from the computational capabilities of current home computers running multi-threaded SIMD compiled code, and you get a " | ||
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:: As a footnote, the creeper and terrain simulators in this game are the fastest, most advanced, most multithreaded, | :: As a footnote, the creeper and terrain simulators in this game are the fastest, most advanced, most multithreaded, | ||
- | ? What data structures and rendering methods are used for terrain rendering | + | ? CW4: What data structures and rendering methods are used for terrain rendering? |
: The terrain is held internally as a flattened 2D array (a single dimensional array treated as 2D data). Each position in the array represents a height, essentially creating a basic height map. The game dynamically generates a mesh for the terrain, where the points/ | : The terrain is held internally as a flattened 2D array (a single dimensional array treated as 2D data). Each position in the array represents a height, essentially creating a basic height map. The game dynamically generates a mesh for the terrain, where the points/ |