Actually have a semi working world loader.
This commit is contained in:
@ -7,6 +7,9 @@
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#include "dawngame.h"
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primitive_t *primitive;
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float i;
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game_t * gameInit(platform_t *platform) {
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// Create the game
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game_t *game = malloc(sizeof(game_t));
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@ -19,15 +22,40 @@ game_t * gameInit(platform_t *platform) {
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return NULL;
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}
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// Load the Shader
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game->shader = assetShaderLoad("shaders/test.vert", "shaders/test.frag");
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// Prepare the camera.
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game->camera = cameraCreate();
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cameraLookAt(game->camera, 50, 50, 50, 0, 0, 0 );
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cameraPerspective(game->camera, 45.0f, 1920.0f/1080.0f, 0.5f, 500.0f);
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// Load the world
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game->world = worldLoad("testworld/");
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// Pass to the main game to handle
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return game;
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}
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uint32_t gameUpdate(game_t *game) {
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return engineUpdate(game->engine);
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uint32_t result;
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// Update the engine.
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result = engineUpdate(game->engine);
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if(result != 0) return result;
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// Prepare for rendering
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shaderUse(game->shader);
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shaderUseCamera(game->shader, game->camera);
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worldRender(game->world, game->shader);
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return 0;
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}
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void gameDispose(game_t *game) {
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worldDispose(game->world);
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shaderDipose(game->shader);
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cameraDispose(game->camera);
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engineDispose(game->engine);
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free(game);
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}
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@ -7,11 +7,21 @@
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#include <malloc.h>
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#include "../engine/engine.h"
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#include "../engine/file/asset.h"
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#include "../engine/display/shader.h"
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#include "../engine/display/camera.h"
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#include "world/world.h"
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/////////////////////////////// TYPE DEFINITIONS ///////////////////////////////
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/** Context about Dawn Game */
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typedef struct {
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/** The engine context for the game */
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engine_t *engine;
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/** Rendering items */
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camera_t *camera;
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shader_t *shader;
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world_t *world;
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} dawngame_t;
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#define GAMETYPE_T dawngame_t
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79
src/dawn/world/chunk.c
Normal file
79
src/dawn/world/chunk.c
Normal file
@ -0,0 +1,79 @@
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#include "chunk.h"
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void chunkLoad(world_t *world, chunk_t *chunk,
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int32_t x, int32_t y, int32_t z
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) {
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int32_t tx, ty, tz, i;
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tile_t *tile;
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tiledef_t *tileDef;
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tilesetdiv_t *div;
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char *buffer, *seek, *current;
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char fileName[128];
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// Determine file name of the chunk.
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fileName[0] = '\0';
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strcat(fileName, world->assetWorldDirectory);
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strcat(fileName, "chunks/");
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strcat(fileName, "%d_%d_%d.txt");
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sprintf(fileName, fileName, x, y, z);
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// Load contents of chunk
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buffer = assetStringLoad(fileName);
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if(buffer == NULL) return;
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seek = buffer;
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// Determine the size of our primitive.
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int32_t indiceCount = 0, verticeCount = 0;
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for(i = 0; i < world->tileCount; i++) {
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// Get the tile
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tile = chunk->tiles + i;
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// Now load from the buffer.
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current = strtok_r(seek, ";", &seek);
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tile->id = current[0] - 48;
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if(tile->id == TILE_NULL) continue;
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tileDef = world->tilemap->tileDefinitions + tile->id;
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if(tileDef->verticeCount == 0 || tileDef->indiceCount == 0) continue;
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tile->verticeStart = verticeCount;
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tile->indiceStart = indiceCount;
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verticeCount += tileDef->verticeCount;
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indiceCount += tileDef->indiceCount;
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}
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// Now we know how big the primitive needs to be!
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free(buffer);
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if(indiceCount > 0) {
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chunk->primitive = primitiveCreate(verticeCount, indiceCount);
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}
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// For each tile
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i = 0;
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for(tx = 0; tx < CHUNK_WIDTH; tx++) {
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for(ty = 0; ty < CHUNK_HEIGHT; ty++) {
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for(tz = 0; tz < CHUNK_DEPTH; tz++) {
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// Get tile for position...
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tile = chunk->tiles + (i++);
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// Should Chunk bother rendering?
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if(tile->id == TILE_NULL) continue;
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tileDef = world->tilemap->tileDefinitions + tile->id;
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if(tileDef->verticeCount == 0 || tileDef->indiceCount == 0) continue;
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// Render the tile's primitive
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tileRender(world, chunk, tile, tileDef, tx, ty, tz);
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}
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}
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}
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}
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void chunkUnload(world_t *world, chunk_t *chunk) {
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// Unload the primitive
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primitiveDispose(chunk->primitive);
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chunk->primitive = NULL;
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// Load chunks to zero. TODO: Necessary?
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memset(chunk->tiles, TILE_NULL, world->count);
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}
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31
src/dawn/world/chunk.h
Normal file
31
src/dawn/world/chunk.h
Normal file
@ -0,0 +1,31 @@
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#pragma once
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#include <string.h>
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#include "worldtypes.h"
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#include "tile.h"
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#include "../../engine/file/asset.h"
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#include "../../engine/util/string.h"
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#define CHUNK_WIDTH 16
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#define CHUNK_HEIGHT 16
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#define CHUNK_DEPTH 8
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/**
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* Loads a given chunk.
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*
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* @param list World to load the chunk for.
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* @param chunk The chunk to load.
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* @param x X of the chunk.
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* @param y Y of the chunk.
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* @param z Z of the chunk.
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*/
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void chunkLoad(world_t *world, chunk_t *chunk,
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int32_t x, int32_t y, int32_t z
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);
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/**
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* Unload a given chunk.
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*
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* @param world World that the chunk belongs to.
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* @param chunk Chunk to unload.
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*/
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void chunkUnload(world_t *world, chunk_t *chunk);
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38
src/dawn/world/tile.c
Normal file
38
src/dawn/world/tile.c
Normal file
@ -0,0 +1,38 @@
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/**
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* Copyright (c) 2021 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "tile.h"
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tilemap_t * tileMapCreate(int32_t columns, int32_t rows) {
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tilemap_t *tilemap = malloc(sizeof(tilemap_t));
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if(tilemap == NULL) return NULL;
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tilemap->tileDefinitions = calloc(columns * rows, sizeof(tiledef_t));
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if(!tilemap->tileDefinitions) {
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free(tilemap);
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return NULL;
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}
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return tilemap;
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}
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void tileMapDispose(tilemap_t *tilemap) {
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free(tilemap->tileDefinitions);
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free(tilemap);
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}
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void tileRender(world_t *world, chunk_t *chunk,
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tile_t *tile, tiledef_t *tileDef, int32_t x, int32_t y, int32_t z
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) {
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if(tile->id == 1) {
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tilesetdiv_t *div = world->tileset->divisions + tile->id;
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quadBuffer(chunk->primitive, z,
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x, y, div->x0, div->y0,
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x+1, y+1, div->x1, div->y1,
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tile->verticeStart, tile->indiceStart
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);
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}
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}
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49
src/dawn/world/tile.h
Normal file
49
src/dawn/world/tile.h
Normal file
@ -0,0 +1,49 @@
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// Copyright (c) 2021 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include <stdint.h>
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#include <malloc.h>
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#include "worldtypes.h"
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#include "../../engine/display/tileset.h"
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#include "../../engine/display/primitives/quad.h"
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#include "../../engine/display/primitives/cube.h"
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#define TILE_NULL 0
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#define TILE_FLAG_DYNAMIC (tileflag_t)1
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/**
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* Creates a tilemap from a tileset.
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*
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* @param columns Count of columns in the tilemap.
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* @param rows Count of rows in the tilemap.
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* @returns The tilemap.
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*/
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tilemap_t * tileMapCreate(int32_t columns, int32_t rows);
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/**
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* Destroys a previously created tilemap.
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*
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* @param tilemap Tilemap to dispose.
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*/
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void tileMapDispose(tilemap_t *tilemap);
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/**
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* Rendedrs a given chunk tile.
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*
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* @param world The world that the chunk belongs to.
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* @param chunk The chunk to render against.
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* @param tile The tile to render.
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* @param tileDef The tile's definition information.
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* @param x The X Coordinate of the tile (chunk space).
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* @param y The Y Coordinate of the tile (chunk space).
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* @param z The Z Coordinate of the tile (chunk space).
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*/
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void tileRender(world_t *world, chunk_t *chunk,
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tile_t *tile, tiledef_t *tileDef, int32_t x, int32_t y, int32_t z
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);
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229
src/dawn/world/world.c
Normal file
229
src/dawn/world/world.c
Normal file
@ -0,0 +1,229 @@
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/**
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* Copyright (c) 2021 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "world.h"
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world_t * worldLoad(char *assetWorldDirectory) {
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// Define our local variables
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char file [128];
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char *reading, *version, *textureFilename, *temp;
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world_t *world;
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chunk_t *chunk;
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int32_t i, x, y, z;
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// Load the world file.
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file[0] = '\0';
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strcat(file, assetWorldDirectory);
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strcat(file, "world.txt");
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char *worldData = assetStringLoad(file);
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if(worldData == NULL) return NULL;
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// Create the world
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world = malloc(sizeof(world_t));
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world->assetWorldDirectory = assetWorldDirectory;
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// Now begin parsing, first we need to know which version of the file format
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// we are using.
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reading = worldData;
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version = strtok_r(reading, ";", &reading);
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// Now load the tileset texture filename
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textureFilename = strtok_r(reading, ";", &reading);
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// Load tileset texture.
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file[0] = '\0';
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strcat(file, assetWorldDirectory);
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strcat(file, textureFilename);
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world->texture = assetTextureLoad(file);
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// Finished actual loading.
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free(worldData);
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// Create the tileset
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world->tileset = tilesetCreate(
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world->texture->width/16, world->texture->height/16,
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world->texture->width, world->texture->height,
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0, 0, 0, 0
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);
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// Create the Tilemap
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world->tilemap = tileMapCreate(world->tileset->columns, world->tileset->rows);
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(world->tilemap->tileDefinitions + 1)->indiceCount = 6;
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(world->tilemap->tileDefinitions + 1)->verticeCount = 4;
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// Prepare the chunk lists
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world->x = 0, world->y = 0, world->z = 0;
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world->count = WORLD_WIDTH * WORLD_HEIGHT * WORLD_DEPTH;
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world->tileCount = CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH;
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//Create chunks
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world->chunks = malloc(world->count * sizeof(chunk_t));
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world->chunkList = malloc(world->count * sizeof(chunk_t *));
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// Load initial chunks, ZYX order is important here.
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i = 0;
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for(z = 0; z < WORLD_DEPTH; z++) {
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for(y = 0; y < WORLD_HEIGHT; y++) {
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for(x = 0; x < WORLD_WIDTH; x++) {
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chunk = world->chunks + i;
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world->chunkList[i] = chunk;
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// Load initial coordinates
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chunk->x = x;
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chunk->y = y;
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chunk->z = z;
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chunk->primitive = NULL;
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// Init the chunk.
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chunk->tiles = calloc(world->tileCount, sizeof(tile_t));
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chunkLoad(world, chunk, x, y, z);
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i++;
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}
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}
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}
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return world;
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}
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void worldRender(world_t *world, shader_t *shader) {
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int32_t i, j, tx, ty, tz;
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float x, y, z;
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chunk_t *chunk;
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tile_t *tile;
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tiledef_t *tileDef;
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shaderUseTexture(shader, world->texture);
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for(i = 0; i < world->count; i++) {
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chunk = world->chunks + i;
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if(chunk->primitive == NULL) continue;
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x = (chunk->x * CHUNK_WIDTH);
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y = (chunk->y * CHUNK_HEIGHT);
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z = (chunk->z * CHUNK_DEPTH);
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// Re-render every single tile in the chunk.
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// j = 0;
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// for(tx = 0; tx < CHUNK_WIDTH; tx++) {
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// for(ty = 0; ty < CHUNK_HEIGHT; ty++) {
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// for(tz = 0; tz < CHUNK_DEPTH; tz++) {
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// // Get tile for position...
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// tile = chunk->tiles + (j++);
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// // Should Tile bother rendering?
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// if(tile->id == TILE_NULL) continue;
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// tileDef = list->tilemap->tileDefinitions + tile->id;
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// if(tileDef->verticeCount == 0 || tileDef->indiceCount == 0) continue;
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// tileRender(list, chunk, tile, tileDef, tx, ty, tz);
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// }
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// }
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// }
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shaderUsePosition(shader, x, y, z, 0, 0, 0);
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primitiveDraw(chunk->primitive, 0, chunk->primitive->indiceCount);
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}
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}
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void worldDispose(world_t *world) {
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int32_t i;
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chunk_t *chunk;
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// Unload the chunks
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for(i = 0; i < world->count; i++) {
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chunk = world->chunks + i;
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chunkUnload(world, chunk);
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free(chunk->tiles);
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}
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free(world->chunks);
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textureDispose(world->texture);
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tilesetDispose(world->tileset);
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tileMapDispose(world->tilemap);
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free(world);
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}
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void worldShift(world_t *world, int32_t x, int32_t y, int32_t z) {
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int32_t i,
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/** New List Coordinates */
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lx, ly, lz,
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/** New Local Chunk Coordinates */
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nx, ny, nz,
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/** New Absolute Chunk Coordinates */
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ax, ay, az,
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/** New Chunk Index */
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ni,
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/** Precalculated width * height */
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wh
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;
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chunk_t *chunk;
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chunk_t **chunkList;
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// Calculate the new chunklist coordinates
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lx = world->x + x;
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ly = world->y + y;
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lz = world->z + z;
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// Precalc width * height.
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wh = WORLD_WIDTH * WORLD_HEIGHT;
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chunkList = malloc(world->count * sizeof(chunk_t *));
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for(i = 0; i < world->count; i++) {
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chunk = world->chunkList[i];
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// Calculate the new local positions for the chunk.
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nx = mathMod(chunk->x - world->x - x, WORLD_WIDTH);
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ny = mathMod(chunk->y - world->y - y, WORLD_HEIGHT);
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nz = mathMod(chunk->z - world->z - z, WORLD_DEPTH);
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// Load the chunk if we need to. We also use this to calculate new absolutes
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if(
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(ax = lx + nx) != chunk->x ||
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(ly + ny) != chunk->y ||
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(lz + nz) != chunk->z
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) {
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// Calculate those things that may have not been done within the if
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ay = ly + ny;
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az = lz + nz;
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// Load new chunk.
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chunkUnload(world, chunk);
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chunkLoad(world, chunk, ax, ay, az);
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// Update the absolute coordinates.
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chunk->x = ax;
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chunk->y = ay;
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chunk->z = az;
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}
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// Now, based off those new local positions, calculate the new index.
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ni = (
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nx +
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(ny * WORLD_WIDTH) +
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(nz * wh)
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);
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chunkList[ni] = chunk;
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}
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// Update Absolutes.
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world->x = lx;
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world->y = ly;
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world->z = lz;
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||||
|
||||
// Now copy that array over.
|
||||
memcpy(world->chunkList, chunkList, sizeof(chunk_t *) * world->count);
|
||||
free(chunkList);
|
||||
}
|
||||
|
||||
void worldAlign(world_t *world, int32_t x, int32_t y, int32_t z) {
|
||||
int32_t lx, ly, lz;
|
||||
lx = x - world->x;
|
||||
ly = y - world->y;
|
||||
lz = z - world->z;
|
||||
worldShift(world, lx, ly, lz);
|
||||
}
|
68
src/dawn/world/world.h
Normal file
68
src/dawn/world/world.h
Normal file
@ -0,0 +1,68 @@
|
||||
// Copyright (c) 2021 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include <malloc.h>
|
||||
#include <stdint.h>
|
||||
#include "worldtypes.h"
|
||||
#include "tile.h"
|
||||
#include "chunk.h"
|
||||
#include "../../engine/display/shader.h"
|
||||
#include "../../engine/display/primitive.h"
|
||||
#include "../../engine/display/tileset.h"
|
||||
#include "../../engine/display/texture.h"
|
||||
#include "../../engine/file/asset.h"
|
||||
#include "../../engine/util/string.h"
|
||||
#include "../../engine/util/math.h"
|
||||
|
||||
#define WORLD_WIDTH 1
|
||||
#define WORLD_HEIGHT WORLD_WIDTH
|
||||
#define WORLD_DEPTH WORLD_HEIGHT
|
||||
|
||||
#define CHUNK_WIDTH 16
|
||||
#define CHUNK_HEIGHT 16
|
||||
#define CHUNK_DEPTH 8
|
||||
|
||||
/**
|
||||
* Create a world object.
|
||||
*
|
||||
* @returns The newly created world.
|
||||
*/
|
||||
world_t * worldLoad(char *fileName);
|
||||
|
||||
/**
|
||||
* Render a world object to the graphics device.
|
||||
*
|
||||
* @param world The world to render.
|
||||
* @param shader The shader to render to.
|
||||
*/
|
||||
void worldRender(world_t *world, shader_t *shader);
|
||||
|
||||
/**
|
||||
* Cleans up a previously created world.
|
||||
*
|
||||
* @param world World to cleanup.
|
||||
*/
|
||||
void worldDispose(world_t *world);
|
||||
|
||||
/**
|
||||
* Shift the world chunk list along a set of axis (in absolute space).
|
||||
*
|
||||
* @param world World to shift.
|
||||
* @param x X movement to shift chunk along.
|
||||
* @param y Y movement to shift chunk along.
|
||||
* @param z Z movement to shift chunk along.
|
||||
*/
|
||||
void worldShift(world_t *world, int32_t x, int32_t y, int32_t z);
|
||||
|
||||
/**
|
||||
* Align the world chunk list (in absolute space).
|
||||
*
|
||||
* @param world World to align.
|
||||
* @param x X movement to shift chunk along.
|
||||
* @param y Y movement to shift chunk along.
|
||||
* @param z Z movement to shift chunk along.
|
||||
*/
|
||||
void worldAlign(world_t *world, int32_t x, int32_t y, int32_t z);
|
45
src/dawn/world/worldtypes.h
Normal file
45
src/dawn/world/worldtypes.h
Normal file
@ -0,0 +1,45 @@
|
||||
#pragma once
|
||||
|
||||
#include <stdint.h>
|
||||
#include <malloc.h>
|
||||
#include "../../engine/display/primitive.h"
|
||||
#include "../../engine/display/texture.h"
|
||||
#include "../../engine/display/tileset.h"
|
||||
|
||||
typedef uint8_t tileflag_t;
|
||||
typedef uint8_t tileid_t;
|
||||
|
||||
typedef struct {
|
||||
tileid_t id;
|
||||
void *data;
|
||||
int32_t indiceStart, verticeStart;
|
||||
} tile_t;
|
||||
|
||||
typedef struct {
|
||||
tileflag_t flags;
|
||||
int32_t indiceCount, verticeCount;
|
||||
} tiledef_t;
|
||||
|
||||
typedef struct {
|
||||
tiledef_t *tileDefinitions;
|
||||
} tilemap_t;
|
||||
|
||||
typedef struct chunk_t {
|
||||
int32_t x, y, z;
|
||||
tile_t *tiles;
|
||||
primitive_t *primitive;
|
||||
} chunk_t;
|
||||
|
||||
typedef struct {
|
||||
char *assetWorldDirectory;
|
||||
|
||||
texture_t *texture;
|
||||
tileset_t *tileset;
|
||||
tilemap_t *tilemap;
|
||||
|
||||
int32_t x, y, z;
|
||||
int32_t count;
|
||||
int32_t tileCount;
|
||||
chunk_t **chunkList;
|
||||
chunk_t *chunks;
|
||||
} world_t;
|
Reference in New Issue
Block a user