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- Jun 27, 2013
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Could somebody please explain in layman's terms why (or even if) it is preferable to have a block ID for every new block variation, as opposed to having one field determining shape (cube, wedge, slab1234, ...), one field for the material (hull, armour, glass, light, rock etc.), and a third field for colour or tint?
Currently there are cube, wedge, tetra, hepta, corner and three slabs for 8 shapes, about as many materials if you count terrain blocks as well, and on the order of ten colours. Shouldn't that be possible to fit in about 5+5+5=16 bits (for good measure and with room to spare)? Another few bits are needed for rotation and meta information, but they are required with the current system anyway.
Somehow I feel it would be a more flexible, extensible, and future proof approach to decouple shape, material and colour from each other.
I understand that the current engine is doing things the way it is, and it would probably require a rewrite of major parts of it. But what if you would start from scratch, or determine the amount of work were acceptable?
Currently there are cube, wedge, tetra, hepta, corner and three slabs for 8 shapes, about as many materials if you count terrain blocks as well, and on the order of ten colours. Shouldn't that be possible to fit in about 5+5+5=16 bits (for good measure and with room to spare)? Another few bits are needed for rotation and meta information, but they are required with the current system anyway.
Somehow I feel it would be a more flexible, extensible, and future proof approach to decouple shape, material and colour from each other.
I understand that the current engine is doing things the way it is, and it would probably require a rewrite of major parts of it. But what if you would start from scratch, or determine the amount of work were acceptable?