Those three bytes that are saved each make up the info for a tile. This code is fine, it just illustrates what I'm doing.
However, here's my problem: I wish to make the world "seamless" world by having a room that borders another room on the grid share the same 15-20 tiles on that border. I'm wondering what is the best way to go about doing this. The current way I'm thinking, which sounds bad but it's the only way I can think of that works, is to
A) design all the rooms and save them to their room data file
B) for each room on the grid, load the room data and neighboring room data and change the apropriate tiles, then save
But this is slow as molasses
The other method I'm thinking of is
A) design all the rooms but don't save them
B) go through the room and then change the appropriate grid points in that room
C) Then save them
But this hogs a buttload of RAM and is also probably slow.
Any ideas, including ones that would require me to redo this entire process in a different way, would be nice I'm sure there's a "right" way but I can't think of it.
Edit: Shoot, this won't even work very well, as any changes to border tiles would mean every time I save a room I'd have to save the shared tiles.
One idea I have is to just save the entire world in one massive file, but everyone time I save a room would involve saving the whole world, which wouldn't work.
Edit:Edit: Or maybe making each room 120x120 and have the outer parts made of 4 semi-rooms? Or a room and 4 corner parts and 4 side parts?
Edited by greep, 04 March 2012 - 02:10 AM.