LOGDESIGN
DEV-LOG: MAP DESIGN
2023-10-15Lead Architect
Laying the Mathematical Groundwork
Building a theme park of this scale isn't just about placing assets; it's about defining the spatial reality in which they exist. For World Park, we needed a coordinate system that could handle massive scale without floating-point precision loss at the edges.
"The beauty of a digital world lies in its invisible grid. If the grid is flawed, the world crumbles."
The Grid Implementation
We started by abandoning standard Cartesian coordinates in favor of a chunk-based hexagonal mapping system. Here's a glimpse of the initial node generation algorithm:
typescript
class HexGrid {
size: number;
chunks: Map<string, Chunk>;
constructor(size: number) {
this.size = size;
this.chunks = new Map();
}
getChunk(x: number, y: number): Chunk {
const key = `${x},${y}`;
if (!this.chunks.has(key)) {
this.chunks.set(key, new Chunk(x, y));
}
return this.chunks.get(key);
}
}This approach allows us to load and unload massive sections of the park seamlessly, guaranteeing a smooth 60fps experience regardless of how many rollercoasters the player builds.
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