World map compression and encoding #5
Labels
canvas
(Graphic) issues on the game canvas.
core engine
Issues on the client-side of the game engine.
enhancement
When functionality needs to be changed or updated.
Hacktoberfest
hard
Advanced issues that require critical thinking, thought and depth.
high priority
Things we really want to have and need in the game.
Milestone
Currently, the world map is using arrays. Egads, right?
For even a 200x200 map, that's still a lot of data that can be compressed and encoded and a lot of bytes to save! Ideally, we can do
And 200x200, or whichever, can be called upon as a nice, compressed string which would be decode and uncompressed. The map editor I am using is Tiled to do the encoding and compression.
There are tons of gzip and base64 libraries on NPM that we can use to get started.
No rush, as I don't see the need for the map to go over 100x100, yet... but there will come a time where this must be done.
The text was updated successfully, but these errors were encountered: