I decided to change a few things in the development cycle. Some things need more time, and some things are more important than others. One thing that takes precedence over everything is the foundation of the game, which includes chunks and block handling. Right now, I'm using a very inefficient method to handle blocks. Over the past few days, I've been working on revising that system, and I've decided that I'm going to use a chunk system as well as tile-based blocks. Machines like the pulverizer and refinery will be 'special' blocks that will not use the tile-based system, but ordinary blocks used for building and collision will be handled with more efficiency. This system will also improve the overall workflow.
Today, I focused on laying the groundwork for this system and solving the initial quirks. Blocks will be handled in chunks, and chunks will load and draw grids filled with block data. Chunks are also easily savable allowing for the elimination of the segment 'World saving'. All blocks will be drawn through one instance rather than each block being its own instance, which significantly improves CPU usage and overall performance.
Until next time!
November's monthly task is to finish the inventory rewrite (Crevis) and to begin drafting levels (Nesus).
The author of the blog is Niften, or Sour Apple. He posts daily near the end of the day, usually before 11:00 PM.