Quote: "And in any case, how is the water taking up two extra powers of two of memory compared to the world(2^6 = 64, 2^8 = 256)?"
i'll explain
the map is no longer infinate for this game....however it is randomly generated and can be editted in sandbox mode
the map is generated with byte values
1000x64x1000=64000000 bytes
now for my current water system it uses floats
1000x64x1000x4=256000000 bytes
4 bytes per float unless i have mistaken.....
These are the 2 memblocks i speak of.
anyways im sure i can cut that system down further....but i do like using floats as it realy smoothens out volumes nicely.
Quote: "but the little dip in the entire water surface looks strange. It almost seems like the initial value for the water height is too low but your system is compensating for it afterwards.
"
humm... not sure if i follow...
the edges from water movement? yup it does look strange ...hehe but thats how im working with it for now. if it wasnt coded in dbp....i might beable to make a water mesh if its fast enough to do so. Lets not rule it out that it may infact be headed this way in the future.
or you ment the dip of my camera submerging into the water with the water mask covering the camera. Thats a tough one to get correct....im not gunna lie about that one. I must have tried soo many things with that water mask over the camera and i just couldnt get it right.
currently with the water mask it covers the camera only if the water volume exceeds 70% of the cube. If its less then it looks funny if the camera goes under it.
When i get a chance to look at another way of doing it i will....but for now id like to continue adding graphics to the scene....and of coarse bad guys.
As soon as i get a few more graphic tiles done i will post another update....but i have taken multiplayer out as i will be rewritting it so it runs faster then my first take on it.