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Timeline for How to implement a 2D toroidal map?

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Oct 11, 2024 at 16:04 comment added Tim C @Romen - The only non-custom engine I've worked with is Unity, and in Unity, what I'm suggesting can be accomplished by setting the Camera's clearFlags to CameraClearFlags.Nothing to prevent it from clearing the screen before drawing. After that, just make sure no geometry is outside the world. Cameras which don't see anything don't draw anything. I assumed it would be similar in other engines.
Oct 11, 2024 at 14:22 comment added Romen "Cameras which do not see the world should not draw anything" -- This is a very hard thing to pull off with the built-in "camera" functionality in most game engines. You can't take it for granted that this technique will just work without explaining how the custom compositing and multiple rendering passes are needed. It's likely OP will need to avoid using built-in "cameras" from the engine; If it's even possible for them to play around with the framebuffer directly in their engine...
Oct 10, 2024 at 16:52 comment added Tim C @Roman - I wrote it with the assumption that the asker was not using an engine, since they mentioned ".NET" where you'd expect to see an engine. Cameras are a useful abstraction even in 2D, whenever the player has a mobile viewport that shows only part of the world at a time - so I've usually had some kind of camera object in every game I've made. The asker mentioned "the camera" in their original post and used the [camera] tag, so I think they would agree. However, it is true that some engines will prevent people from implementing multiple cameras.
Oct 9, 2024 at 20:40 comment added Romen I think this answer assumes a specific game engine, it's clever but not necessarily helpful to OP if they're not using an engine where "cameras" can be layered and rendered to the viewport at the same time (like in Game Maker Studio?).
Oct 7, 2024 at 22:52 history answered Tim C CC BY-SA 4.0