Thank you for the quick response.
From what I understood in reading the source, a giant if-else switch decides which map goes on which tile when reality bubble is over it. Then said terrain is rotated, so it fits on said map.
Apparently the map the player moves in only is added there when he walks there.
So first start would be to get worldgen down to generate smaller map (lets say one town), with water all over instead of fields, lets say.
As for the weather, initially Summer setting can be used. Male’ is unique in terms of temperature (the ocean acts like a huge balancer, so temperatures here normally dont go below 28 or above 32 celsius) and daytime schedule (Sun gets up at about 06:00 and sets at 18:00, give or take 25 minutes over the course of a year).
My first main concern is to create said map, which is basically a city enclosed with water instead of fields.
Now gotta go back to reading source…
The compiler instructions in the wiki are kind of weird.
I’m running the game on a HP Mini 110 (which has laughable RAM and processor), yet I read feedback from others who say that with 4 GB Ram they still experience lag.
However compiling in Code::Blocks on this machine wouldnt yield results over the course of maybe 2 hours.
What is the average compilation time for the code at the moment?
When I tried to compile today on the Windows Machine of a friend, I followed the instructions but it asked me to download MinGW. I did, but its a 32 kb file which I dont know how to use on Windows.
Once I get this running I will be a big step further. And should Visual Studio be required to compile it that way, no prob we have a VS 2010 Version running on this Windows machine.
Will try compiling on Windows tomorrow again. How it would actually be fastest to compile the source?
On a Linux Machine or on a Windows machine?
Thanks and regards
RB