Using Excalibur in a multiplayer game without having full map data on the client

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Val

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Jun 24, 2018, 8:26:41 PM6/24/18
to excaliburjs
Hello again :)

Is it possible to use Excalibur without a TiledMap? It seems like there's no utilities to find Actors by screen coordinates without a TiledMap.  This enforces usage of TiledMap and world tiles coordinate system.
I want to draw only what a player can see ( calculated on server ) and without having a predefined TiledMap on the client, so no knowledge about world dimensions on the client at all. A true exploration of worlds just as big as servers can handle!

I hope that this makes any sense and you will be able to understand me.

-Valentyn

Kamran Ayub

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Jun 25, 2018, 12:30:14 PM6/25/18
to Val, excaliburjs
Thanka for the question Val.

You would probably need to make your own tile map implementation that can scale like that. There's nothing stopping you from dividing your world up into grids and doing the math yourself, Tile map is just a convenient "getting started" for people making static maps. Engine has helpers to translate world to screen coordinates and vice versa to do work like this. Hopefully that helps!

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Val

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Jun 25, 2018, 12:39:59 PM6/25/18
to Kamran Ayub, excaliburjs
Ahh, I already figured this out but confirmation is always a good thing. What about adding of those features into Excalibur? If you’ Interested, we might discuss implementation details and I’ll create merge requests for this.

Op ma 25 jun. 2018 om 18:30 schreef Kamran Ayub <kamra...@gmail.com>

Kamran Ayub

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Jun 25, 2018, 12:41:25 PM6/25/18
to Val, excaliburjs
Feel free to open an issue with the proposed changes and we can discuss it as a team! Would love to hear what you did and what you'd suggest to make this easier.

Val

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Jun 25, 2018, 12:44:22 PM6/25/18
to Kamran Ayub, excaliburjs
Will do.


Op ma 25 jun. 2018 om 18:41 schreef Kamran Ayub <kamra...@gmail.com>
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