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Justinmind tile grid
Justinmind tile grid






justinmind tile grid

If the cost function returns 0, the tile is then considered to be an impassable obstacle, which is a good choice for walls and such. For example if the tile is a "swamp" in your game, it may cost higher than moving on a "plain" tile. The main difference is that they may require some allocations (I'll try to minimize it further in the future), and require a cost function func(Tile) uint16 which returns a "cost" of traversing a specific tile. They are implemented as methods on the same Grid structure as the rest of the functionnality. WriteAt( 50, 100, Tile) PathfindingĪs mentioned in the introduction, this library provides a few grid search / pathfinding functions as well. For example, you can create a 1000x1000 grid as shown below.

justinmind tile grid

In order to create a new Grid, you first need to call NewGrid() method which pre-allocates the required space and initializes the tile grid itself. The reason this is so small is the data layout, which is organised in thread-safe pages of 3x3 tiles, with the total size of 64 bytes which should neatly fit onto a cache line of a CPU.

justinmind tile grid

Granted, it's a bit small but big enough to put an index or two. The Tile is basically a byte array byte which allows you to customize what you want to put inside. The main entry in this library is Grid which represents, as the name implies a 2 dimentional grid which is the container of Tile structs. Also, since this is just a side project of mine, don't expect this to be updated very often but please contribute! Grid & Tiles The library provides a A* pathfinding algorithm in order to compute a path between two points, as well as a BFS-based position scanning which searches the map around a point.ĭisclaimer: the API or the library is not final and likely to change. The grid is pre-allocated entirely and this library provides a few ways of traversing it. Zero-allocation (or close to it) traversal of the grid.The idea is to allow you to build more complex, reactive systems on top of the grid.

#Justinmind tile grid update

When a tile on the grid is updated, viewers of the tile will be notified of the update and can react to the changes. There is a spinlock per tile page protecting tile access. This allows multiple goroutines to read/write to the grid concurrently without any contentions. The grid is thread-safe and can be updated through provided update function. Each tile is 6 bytes long and each grid page is 64-bytes long, which means a grid of 3000x3000 should take around 64MB of memory. My main goal here is to provide a simple, high performance library to handle large scale tile maps in games. This repository contains a 2D tile map engine which is built with data and cache friendly ways.








Justinmind tile grid