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If you were to use OpenACC and Adaptive Mesh Refinement, then you could possibly make it even faster.

I could probably encorporate a layer of smooth terrain using this system in between a foreground layer of tile-based, non-destructible terrain, and a background layer of other tile-based graphics/terrain. Perfect if you're playing a Metroidvania that involves exploring structures buried in rubble.

Deleted 3 years ago

I suspect not and I'd assume the crash is due to the sheer number of grid cells being generated... What room size and tile resolution are we working with here? If you could tell me how you're trying to set it up I can investigate and see what I can come up with... :)

Deleted 3 years ago
(+1)

Ah, that's the issue... yes, GMS2 currently has that hard limit, and I'll be honest and say that I'm a bit loath to mess with the code to work around it right now, as the 2.3.0 update is about to drop and it actually removed this limit completely from arrays. So, I'd prefer to wait a couple of weeks until that update comes out and then update the asset (as I'm sure the update will break something :( )... sorry if that's inconvenient for you, but I really would prefer not to spend days working on something that I'll probably need to re-do again anyway a few days later. Hope you understand and thanks for the purchase and reaching out!

Deleted 3 years ago

BigNum, Instance Pooling, and Vectors, to the rescue!
- https://sahaun.itch.io/bignumgml
- https://derjulien.itch.io/gms2-vectors
- https://destrovel.itch.io/gamemaker-instance-pooling

You can also probably look into Adaptive Mesh Refinement.

(+1)

Looks really interesting,does this work in physics world.  

Hi there! I'll be honest and say that I have no idea... I mean, the terrain will generate fine in a physics enabled world as it doesn't actually create instances and is all drawn using arrays... BUT, even though it will "work" it won't generate fixtures for collisions and things if you require them. You could probably do this yourself based on the density map or the polygon array, but it's not something I think would be easy to impliment. So, yeah, while the asset will work, I think converting it into any type of physical system would be very difficult. Thanks for the interest!