H
Halfer
Guest
That's totally okay, after all I did say that I will publish the source if anyone wants it. Didn't just do it because I thought I would pull out next version out pretty quicklyby the way if you are wondering how I got your code changes is because I was too lazy to ask for source and decompiled your code, sorry about that.![]()
Well you can say that from the whole code. I never intended it to be final yet because I knew that I still have to change things for optimization. That also includes the rearranging of functions to easier upgrades in future once the program is "ready". But don't get me wrong, I do really appreciate that you do these optimization checks, also saves time from meit still just sends the last created one, which means all other data stored in faces are of no use. or is this just for debugging code and that code will be changed?
I don't think that there is any limitation to it technically. Problems that may occur though is the performance, but testing that comes later. Each section can hold technically 0x9000 bytes which is 36864 bytes in decimals. The world map currently hardly utilizes this space fully at all, in fact I don't seem to remember any section to take over half of the maximum size.also, don't know where I read it, but someone somewhere said there was a limitation to how many faces or vertices can be on each terrain chunk, which I can't really see, a pure water tile uses 512 faces, 400 vertices, but the chunk with balamb town for example uses 790 vertices and 1156 faces, which suggests to me that it should be possible to put more detail onto the FF8 world.