Dynamically load/unload chunks around player

This commit is contained in:
2025-02-27 19:02:35 -06:00
parent f9ea78d62e
commit 5135ec1868
5 changed files with 76 additions and 65 deletions

View File

@@ -152,18 +152,12 @@ generate_chunk :: proc(pos:Vec2i) -> Chunk {
for x in 0..<CHUNK_SIZE {
for y in 0..<CHUNK_SIZE {
chunk.tiles[x][y] = Tile {
type = .NOTHING,
tilemap_pos = {0,0},
interaction = .NOTHING,
resource = .NOTHING,
color = {0,0,0,255}
}
chunk.tiles[x][y] = nothing_tile
}
}
center_pos := Vec2i{CHUNK_SIZE/2, CHUNK_SIZE/2}
// set_chunk_tile(&chunk, tree_tile, center_pos)
set_chunk_tile(&chunk, tree_tile, center_pos)
return chunk
}
@@ -234,18 +228,3 @@ draw_world :: proc(w:^World) {
}
}
}
// draw_world :: proc(w:^World) {
// for x in 0..< len(w.grid) {
// for y in 0..< len(w.grid) {
// tile := w.grid[x][y]
// posX := x * TILE_SIZE
// posY := y * TILE_SIZE
// if tile.type != .NOTHING {
// draw_tile(tile.tilemap_pos, {f32(posX), f32(posY)}, tile.color)
// }
// }
// }
// }