Chunking system, save/load chunks #1

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chrisbell merged 8 commits from chunking into master 2025-02-28 14:40:37 +00:00
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package test
import game "../game"
import "core:fmt"
import rl "vendor:raylib"
import "core:encoding/endian"
main :: proc() {
buf : [128]u8
my_int : i32 = -32
endian.put_i32(buf[:], .Little, my_int)
fmt.printfln("u8 buffer: %v", buf)
decoded_int, err := endian.get_i32(buf[:], .Little)
fmt.printfln("Pre-encoding: %v | Decoded int: %v", my_int, decoded_int)
// nothing := game.Tile {
// type = .NOTHING,
// color = rl.RED,
// tilemap_pos = {3,3},
// resource = .NOTHING,
// interaction = .NOTHING,
// }
// ts := game.serialize_tile(nothing)
// fmt.printfln("Expecting size: %v, Got size: %v", size_of(game.Tile), len(ts))
// fmt.printfln("Pre-serialized Tile: %v", nothing)
// dst := game.deserialize_tile(ts)
// fmt.printfln("Post-serialized tile: %v", dst)
// y : int
// chunk := game.Chunk {
// position = {0,1}
// }
// for x in 0..<len(chunk.tiles) {
// for y in 0..<len(chunk.tiles) {
// chunk.tiles[x][y] = nothing
// }
// }
}