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Rendering Infinitely Large Maps by splitting into smaller files #6

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udoprog opened this issue Sep 14, 2010 · 4 comments
Closed

Rendering Infinitely Large Maps by splitting into smaller files #6

udoprog opened this issue Sep 14, 2010 · 4 comments

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@udoprog
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udoprog commented Sep 14, 2010

There must be a solution to the theoretical problem of rendering near infinite maps, my Idea is to split the map into smaller files and arrange them in their own coordinate grid.

Like: c10t --split 10 -w /path/to/world -o test/

Where --split specifies the number of chunks to include in any axis.

Output must in this case be a folder into which files like the following are written:

test/0.0.png
test/0.1.png
test/0.2.png
test/1.0.png
test/1.1.png
test/1.2.png
test/size.txt

size.txt contains the following:
1 2
This is <x-size> <y-size> of the entire map, which can be easily mapped to all the parts.

@reportingsjr
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Would it make more sense to split it in to certain chunk sizes instead of splitting it into a certain number of files? It would be super easy if you wanted to generate each png as 100x100x128 blocks. The level file gives the width and length of the world so you could divide those by the number of blocks you want to generate to see how many times you need to loop.

This might make the calculation less awkward anyhow.

@udoprog
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udoprog commented Sep 14, 2010

Yes, the --split argument was suppose to split at a specific number of chunks, not the total count of splits. Will update the issue to clarify

@acleone
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acleone commented Sep 15, 2010

There could also be an output mode ala Google Maps that generates ~500x500 tiles and html+javascript for viewing.

@udoprog
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udoprog commented Sep 24, 2010

Done as of 25de44f

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