I’ve rewritten most of the map engine. Things are now much more stable and faster than before. No more FPS drops when rendering large maps. Tested on a generated 2000×2000 (x 3 layers) map, which is _ridiculously_ large. Playable large maps (32 players) should be around a few hundred tiles max. Previously, map rendering was very laggy on low-end systems due faulty drawing routines. This has been fixed now.
Also did some optimizations in the game engine, removed quite a bit deprecated stuff and added a developer console window for testing and development purposes. Finally started to implement network code, woo!
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