Open fxdawnn opened 5 years ago
Users will be able to present terrain view according to the size of the input(the .obj of the land). In the backend:
- Use tiles to represent the abnormal shape. (Add a bool to
Cell
to label if it's active or not.)- Add validation to AddCrop action.(When a cell is not active, they cannot be used to add crop.)
- Users will be able to initiate terrain of any shape and size. In the front end:
- The plantable area in
.obj
(all area that can be added with the crop) is going to be cover in tiles. (active cells in back end).
Could you please explain the word any
in 3? And I cannot understand 4 as well.
Users will be able to present terrain view according to the size of the input(the .obj of the land). In the backend:
1. Use tiles to represent the abnormal shape. (Add a bool to `Cell` to label if it's active or not.)
Firstly, we may have to wait for the refactoring. What's more, as the email we received last night said, we probably are going to turn some other data structures to represent the terrain (even though 2D array is not a bad idea).
- Add validation to AddCrop action.(When a cell is not active, they cannot be used to add crop.) Just like the previous one, we may have to wait for the refactoring process.
Here is a simple question. What is an abnormal shape? an area that cannot be planted?
Sorry, I think I was referring to a shape that's not rectangle.
Sorry, I think I was referring to a shape that's not rectangle.
Then, what is the reason to have a bool to indicate whether it is active or not?
I'm trying trying to help figure out the fastest way to implement this feature. So when the user selects the land out of the shape they can fit their land 3d view into the game. We can also use quad-tree to handle as suggested in the previous email.
Users will be able to present terrain view according to the size of the input(the .obj of the land). In the backend:
Cell
to label if it's active or not.).obj
(all area that can be added with the crop) is going to be cover in tiles. (active cells in back end).