14/12/2023
Within the last 2 days I've been working on an idea. I wanted to store large amounts of data in one place while using a small file format and have it easy to read both in code and on the image.
This is the product.
**TLDR: Project uses pixels to store data, and several unique ways have been thought up to handle the procedural generation of a map.
How it works:
Using pixels like tiles in a tilemap, I've assigned my map data to 3 of their 4 values so far. R(Temperature) G(Biome) B(Resource Map) A (Tile State). This makes it easy to read, easy to store and easy to create modded maps if you wanted to.
There are new features with this new map system:
-There are several "Digital Worms" that eat tiles across the map while its generating to create realistic looking caves.
-The gravity actually works through some effort.
-The use of Unity's Tile Map system is implemented and works very well with my map generation techniques.
-All Scripts have been standardized and the project runs well above 200+ FPS while also have a world with 1,048,576 tiles existing simultaneously.
-All tiles have their own collider, but a new system has been brought up that combines their colliders into one super collider.