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Consider increasing this to 16-bit (for a total of 65536 block types), and testing to ensure elsewhere in the game (save file format, sqlite?) works well with it. Having this many block types may not be necessary yet, but it would be a good idea to plan ahead for future expansion e.g. to support variants of blocks in different orientations fogleman/Craft#116.
The text was updated successfully, but these errors were encountered:
It seems a lot of code and algorithms need to be modified to increase block ID range from 8-bit to 16-bit. If I modify MapEntry::e::w be short, main.c.light_fill(...) will be leaded to dead iterator. I just simply add a violent cast in light_fill, it seems works. But I know little about the algorithm of light_fill. I worry it will work wrong in some cases.
void light_fill(
char *opaque, char *light,
int x, int y, int z, int w, int force)
{
w = (char)w; //add a violent cast simply
if (x + w < XZ_LO || z + w < XZ_LO) {
return;
}
......
The blocks array is 8-bit, supporting up to 256 block types:
Consider increasing this to 16-bit (for a total of 65536 block types), and testing to ensure elsewhere in the game (save file format, sqlite?) works well with it. Having this many block types may not be necessary yet, but it would be a good idea to plan ahead for future expansion e.g. to support variants of blocks in different orientations fogleman/Craft#116.
The text was updated successfully, but these errors were encountered: