

My bigger concern is how to go about actually rendering the world to the screen as I really have no idea on how to go about that so I have nothing to start with that I can then iterate on. I have a few ideas on how to go about that so I at least know how to implement something functional and then I can work on iterating with that to make it optimal. I have no doubt that having an optimized data structure for storing the world data is going to be important and I am not trying to down play that however it is not the part that is concerning me right now.

If I were to attempt something custom, any recommendation of resources that would be able to get me started on how to do this (ideally with Unity in Thanks for your advice.Would anyone recommend looking at Unity's new tilemap functionality for this style / scale of tilemap?.Since this is a very specific style of map that is not too common, I am not sure if general purpose tilemap editors / manager would work well or not for this kind of tilemap. I am prototyping with Super Tilemap Editor as I have used that in the past for other projects however I am looking at other options as well as think of trying to build something myself.

This shows there is a limit on the horizontal tile drawing (I am sure there is one for vertical but can't see it here) and based on this, I get the 56K tile that I assume are drawn off screen. Here is a screenshot of Starbound at built-in max zoom:Įach notch is 5 tiles so I my count is about 20K but If I use a mod to let me zoom out more than allowed by default, I get this: Be able to update tiles quickly as the player will be able to move very fast at times, like this:Ī nice to have would be a fluid system like Terraria / Starbound have but not really required so not something I am thinking to much about right now.Īs to where I got the 20K / 56K tile numbers above, that was by crude investigation into Starbound.Multiple layers (I assume this is how Terraria / Starbound are able to place such a large amount of objects / tiles on top of any background tiles).Dynamic colliders that need to be able to update as the player moves (new tiles are drawn and old tiles removed) plus updates as the user modifies the world (destroying or building on tiles).Fully destructible / build-able tilemaps (nearly every tile can be destroyed and built on).Rendering a large amount of tiles at once (~20K on screen & ~56 when including off screen tiles per tilemap layer).Total world sizes on the scale of 18+ million tiles per tilemap layer.The biggest things I am going to need are: So after building a bunch of smaller "mini" games and "tech demos" that each focus on 1 or 2 systems of the larger game that I ultimately want to build, I want to get started on the biggest piece of that game which is going to be the tilemap / world manager.įrom at least a tilemap / world perspective, the game is going to be extremely similar to Terraria / Starbound.
