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Graphics / Re: VertexArray
« on: November 17, 2012, 08:59:55 am »
Cool that answered a lot of my questions.
As far as reaching the max of a float while it isn't likely to happen it would be possible in my game and i would rather not put limits that i don't have to. with a 32 bit float and 64x64 tile chunks with each tile 32x32 that would impose a limit of 4882x4882 chunks where the current system i have will allow as many chunks as the max an int can store on the host system, needless to say a lot more then 4882x4882.
By perspective i mean some way to make it so you are not looking straight down on perfectly square tiles, something so that tiles in the distance are smaller or something to give the illusion that the top of the screen is farther away.
As far as reaching the max of a float while it isn't likely to happen it would be possible in my game and i would rather not put limits that i don't have to. with a 32 bit float and 64x64 tile chunks with each tile 32x32 that would impose a limit of 4882x4882 chunks where the current system i have will allow as many chunks as the max an int can store on the host system, needless to say a lot more then 4882x4882.
By perspective i mean some way to make it so you are not looking straight down on perfectly square tiles, something so that tiles in the distance are smaller or something to give the illusion that the top of the screen is farther away.