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World generation dwarf fortress fps
World generation dwarf fortress fps




world generation dwarf fortress fps

Here is a combination of what both of you suggested, based off of the example: int locX, locY Įlse if (ke圜ode = RIGHT & locX6) locX- Ĭouldn't resist and made a online remix version too: =:) Println("Current position = ("+locX+", "+locY+")") Random terrain, false is water and true is ground

world generation dwarf fortress fps

int locX, locY īoolean terrain = new boolean This will be what makes it run at a reasonable speed despite being large. Say you are at location (10, 30), what some other entity might be doing at location (600, 800) really doesn't matter.

#WORLD GENERATION DWARF FORTRESS FPS CODE#

Likewise I would imagine that you will have other entities / other characters / bad guys later, you should make similar code where only other entities close enough to where you are on the map are given actions. More importantly, only the 12x12 section is drawn, the rest is ignored. Artículo Destacado Una guía rápida y fácil para comprender todas las configuraciones de Dwarf Fortress World Generations By FPS Game Enthusiast ma9 Mins Read ¡Fortaleza enana El simulador de vida y el juego sandbox de construcción personifica la dedicación a un solo juego. At any given point you can only see a 12x12 section of the map, but the rest of the map exists. Content is available under GFDL & MIT unless otherwise noted. Template:DF2014 world This page was last edited on 25 February 2022, at 02:49. This notice may be cachedthe current version can be found here. I made an example of navigating a large unit map. Use this page to report any issues related to the migration.






World generation dwarf fortress fps