I ended up going back and using a more efficient way of storing the terrain chunk information and decreased the chunk size to get better performance and faster loading. I'm now working on rotating chunks 90 degrees in place, and figuring out how to rotate all the chunks at once on the x/y axis, while loading the next logical chunk taking into account the new axis position. I've also added a level editor and a way to add in new floors and walls.
I haven't quit! Just working out a few bugs and refactoring the chunk creating/destroying code to make it run faster, as well as implementing a better drawing routine for the isometric primitives/shapes. I'm hoping to include shadows and colorful lighting later on after this overhaul. Trying to get something playable/testable by the end of the year. Check back real soon!
Happy Halloween!
Got a simple LAN server working, each client is loading their own terrain, next step is having the server send terrain info to all connected clients. I'm hoping to get a good compression algo for the floors, walls, etc.
Added a simple checkered tile floor to the chunks! The tiles will load everywhere the player goes, no matter how fast the player is moving, or if a player teleports anywhere on the map. Going to start adding walls and sloped floors next, hopefully this won't slow down chunk loading at all!
Tracked down the issue that caused isometric chunks to not render correctly around the player! That took longer than I wanted to but now it's good to go. My next step is to draw tiles within the chunks.
Now I need to make the chunks load/unload properly again. I somehow introduced a bug that crashes the game when wandering a little too far off in any direction.
Attempting to get the chunk structs to form an isometric grid pattern. The chunks here are overlapping each other.
Made a quick moveable character and chunk generator that spawns chunk structs around the player. It will also despwan chunks a little outside the player's view.