Page 2 of 2
Re: xmap - the thinking man's overworld
Posted: Sat Nov 19, 2022 12:44 pm
by deice
Alucard648 wrote: ↑Sat Nov 19, 2022 12:00 am
Which will take ages to do.
i'm fairly certain it's set to drop before next year's vanilla contest, or at the very least that was implied by the wording in
this post.
nevertheless if it becomes evident that either it won't or that it will but there won't be anything different to account for regarding the overworld, i'll go ahead with optimizing xmap after i'm done fulfilling real-life obligations.
Re: xmap - the thinking man's overworld
Posted: Thu Nov 24, 2022 9:13 pm
by Enjl
The next SMBX2 update will not contain changes to the overworld.
Re: xmap - the thinking man's overworld
Posted: Fri Nov 25, 2022 7:10 am
by deice
Enjl wrote: ↑Thu Nov 24, 2022 9:13 pm
The next SMBX2 update will not contain changes to the overworld.
yo, thanks for the heads up! great timing too, i might have some free time this weekend so it's the perfect time to try and get something done.
Re: xmap - the thinking man's overworld
Posted: Sat Nov 26, 2022 6:04 am
by deice
an update has been made to chocomap which optimizes the drawing method, meaning you'll no longer lose performance on world maps with large element counts. (if you end up with so many elements that there's still slowdown despite using the newest version, you might want to consider pre-rendering large tile chunks instead of using individual tiles)
there's also a minor update to xpath which fixes one bug and one oversight. please redownload and enjoy.