[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Basic Sparse Tilemap Storage" vod_platform=youtube id=i5-oY8EHkzw annotator=abnercoimbre annotator=Miblo annotator=theinternetftw] [0:00][Intro] [2:10][Making some rooms] [3:30][Making some doors] [5:19][Lots of small rooms and Tile ID values] [8:45][Now you can see the limits of the world] [9:20][Make rooms only in some places - Random Numbers] [11:00][Yangtian Li's Talent] [11:43][Back to random map generation] [27:18][Not sparse yet] [33:30][Making doors] [41:07][Going back to display single room] [44:13][Tile map review] [48:50][Adding the ability to go up and down] [56:50][Continue the madness and add some stairs] [1:03:50][Up and down] [1:07:00][Q&A][:speech] [1:07:42][Would you use DeMorgan's Laws?] [1:10:18][Do you have emacs commands with Visual Studio?] [1:10:45][Have you already decided what PRNG algorithm you're going to use?] [1:11:02][As you put the tile map in 3D dimensions, could this be related to a voxel octtree algorithm?] [1:14:18][Is there a reason for the chunk size to be a power of 2?] [1:16:34][When do you use #define instead of local variables?] [1:19:12][Why are you using inline in variables?] [1:19:30][Why not use bit flags for floors and such?] [1:20:14][Why would you prefer an array of tile chunks?] [1:24:30][Are you following Robert C. Martin Rules?] [1:24:40][Are we planning to load/unload tile chunks on demand?] [1:25:40][How much of this code will be used in the final procedural generation?] [1:26:26][Are we planning on making the tile map layered?] [1:27:02][Microphone question.] [1:27:15][Why suffix types with 32 such as bool32?] [1:28:35][Will we need compression for basic sparse tilemap storage?] [1:29:18][How computationally expensive is the sparse storage?] [1:33:12][Should rooms only be created when the player is close to them?] [1:39:01][Are you worried about memory leaks?] [1:39:31][Are ternaries bad?] [1:40:02][Why is not possible to save the full map?] [1:40:25][Conclusion][:speech] [/video]