Timeline for Creating a seamlessly looping 2D multiplayer level?
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Mar 16, 2015 at 17:28 | vote | accept | KenQueso | ||
| Jul 17, 2014 at 17:16 | comment | added | Tin Wizard | Anywhere in your code that you're looking for 'what object is at this coordinate' or 'what are this object's coordinates', you'd make it xcoord%mapWidth. It's hard to say without your code, but that would likely make it render correctly. | |
| Jul 17, 2014 at 8:15 | comment | added | Mario | @MikaelHögström Just render as usual, but things close to the right edge have to be rendered a second time at the left (i.e. at pos - map_width). | |
| Jul 17, 2014 at 7:52 | comment | added | Exaila | You could have a player always at the center of the camera and have the map wrap around. Like a map in civilization on earth mode. One other approach could be to render the visible portion of a player to both sides of the map. | |
| Jul 17, 2014 at 7:29 | comment | added | Mikael Högström | How would you extend this to the rendering system? | |
| Jul 17, 2014 at 7:24 | comment | added | KenQueso | wouldn't this have the issue of close by players seeing players whose position reset teleport away? | |
| Jul 17, 2014 at 7:21 | history | answered | Exaila | CC BY-SA 3.0 |