(changed the subject)

Right now each hex only contains one byte (terrain, resource and control),
and one pointer to a unit (null if there's no unit in the hex). I'll
probably need a few more bytes for rivers, roads and railroads.

There will surely be more action in specific parts of the map (the game is a
simple online multiplayer simulation of operation Barbarossa), so splitting
the map into smaller parts is something I have been thinking about. And I
don't want to send the complete map to every client either. I had hopes that
I could rely on windows doing the swapping for me here. Or should I do it
myself?

What's a sparse array?

I need to do some kind of sampling to show an overview map (the map is a
simple civ-like 2d map). Is mipmapping good for this?

Peter

From: "Chris Anderson" <[EMAIL PROTECTED]>
> But do you need all of them at the same time, and are all the elements
> populated?
>
> There are many more data structures you can use that will streamline this,
> and allow yourself to have even bigger maps
>
> Sparse arrays can be massive as long as they contain information about
only
> a relatively few elements
>
> Breaking the map into pages will allow you to only load the areas being
used
>
> A form of MipMapping will allow you to pan out and see the entire map by
> selectively "losing" data that is irrelevant when viewed at the higher
scale
> (eg precise tree placements will be irrelevant when viewing a map of the
> Earth..tree placements can be "promoted" to blocks or even pages with more
> than 1000 trees (so you know to paint these green as they are forest
areas))
>
> Merak

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