World map: author the large (~1000x1000) game world #114

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opened 2026-07-20 18:58:29 +02:00 by marco · 1 comment
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Post-alpha world-building track (deferred from the #89 discussion). Once the static-content system (#89) and the map editor exist, author the real game world — a large map (target ~1000x1000 tiles) with terrain, statics, and regions — as the setting beyond the alpha PvP arena.

This is content authoring unlocked by the tooling, not new engine work. The runtime (viewport-culled rendering, O(1) walkability, sparse statics) is already built to scale in #89; the cost here is design + authoring time.

Scope (rough — refine when picked up)

  • Design the world layout (zones, spawn town(s), points of interest, the arena as one region).
  • Author terrain + statics with the map editor.
  • Evaluate a source->compiled binary map pipeline at this scale (author-friendly source committed + a just build-map producing the runtime binary, like assets.isoa), behind the IMapSource seam from #89 — decided by measured need (load time / memory / git noise), not upfront.
  • Validate performance at scale (load time, memory, render) on the target map size.

Definition of Done

Base DoD applies on top; detail when scheduled.

  • A large world map (target ~1000x1000) loads and is playable, viewport-culled, with no runtime regression vs the arena.
Post-alpha world-building track (deferred from the #89 discussion). Once the static-content system (#89) and the map editor exist, author the real game world — a large map (target ~1000x1000 tiles) with terrain, statics, and regions — as the setting beyond the alpha PvP arena. > This is content authoring unlocked by the tooling, not new engine work. The runtime (viewport-culled rendering, O(1) walkability, sparse statics) is already built to scale in #89; the cost here is design + authoring time. ## Scope (rough — refine when picked up) - Design the world layout (zones, spawn town(s), points of interest, the arena as one region). - Author terrain + statics with the map editor. - Evaluate a **source->compiled binary** map pipeline at this scale (author-friendly source committed + a `just build-map` producing the runtime binary, like `assets.isoa`), behind the `IMapSource` seam from #89 — decided by measured need (load time / memory / git noise), not upfront. - Validate performance at scale (load time, memory, render) on the target map size. ## Definition of Done _Base DoD applies on top; detail when scheduled._ - [ ] A large world map (target ~1000x1000) loads and is playable, viewport-culled, with no runtime regression vs the arena.
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⏭️ Post-#143 note: the swappable map seam mentioned here is now built — IMapFormat (TextMapFormat today), see #143. The 'source→compiled binary at world scale' path = a new IMapFormat implementation + one registration; no consumer (server/client/editor) changes. Tile definitions live in content/tiledata.txt.

⏭️ Post-#143 note: the swappable map seam mentioned here is now built — **`IMapFormat`** (`TextMapFormat` today), see #143. The 'source→compiled binary at world scale' path = a new `IMapFormat` implementation + one registration; no consumer (server/client/editor) changes. Tile definitions live in `content/tiledata.txt`.
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marco/IsoMmo#114
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