What are you trying to achieve?
This
:
In case you want really huge worlds or even a pseudo-infinity, what is usually done is to forget about absolute coordinates, and subdivide the infinite map in cells, in which one the objects have local coordinates. But don't go that way unless you have a really good reason
I thought about it a couple of days and came up with a "local coordinates" solution too. It doesn't even make sense if my entities have positions like 2425634x23136572 ... this seems just weird hehe.
I am planning to have a
streamed world. Like Gothic, but in 2D.
With a tile size of 64x64 I sure have a lot of space to all directions, but before I even start to code, I want to make sure I won't get stuck because of shifting problems etc...
Thanks for your long answer, Nexus
What exactly do you mean with:
And a max size is definitely one of the most unintutive things the player will encounter when playing your game. Don't introduce bugs where there are none.
Extra:
I thought about this scenario:
(E.g. map sizes are 3000x756)
-3000 0 +3000
| PREV MAP | ACTIVE MAP | NEXT MAP |
ACTIVE MAP starts at (0,0). if the user leaves the map to the right and enters NEXT MAP. All Coords get reset.
NEXT MAP is now (0,0) and the entities get all set to position
entity.posX-MAP.WIDTH.
PREV MAP will be delete from memory, and a new one will be loaded to the right.
Thanks for your great answers so far, I will have to read something about Euler integration. Train my brain a bit