Sign up ×  I have a 2D platformer that currently can handle
chunks with 100 by 100 tiles, with the chunk coordinates are
stored as longs, so this is the only limit of maps
(maxlong*maxlong). All entity positions etc etc are chunk
relevant and so there is no limit there.  The problem I'm having
is how to store and access these chunks without having thousands
of files. Any ideas for a preferably quick & low HD cost archive
format that doesn't need to open everything at once?
share|improve this question Some data structures that you could
look into for more inspiration are sparse matrices and
(multilevel) page tables. –  Andrew Russell Jun 8 '11 at 14:00
Low priority: Could you clarify if the "long" data type is 32-
or 64-bit? –  Randolf Richardson Jun 8 '11 at 16:38 @Randolf
given that this is C#, presumably he means the C# long which is
64-bit (so maxlong is Int64.MaxValue). –  Andrew Russell Jun 9
'11 at 12:56 Notch has some interesting things to say about the
infinite maps in Minecraft in his blog here: – 