Lix has wrap to balance the multiplayer.
ccexplore's part 1 (physics and terrain drawing is wrap-aware) need a topological abstraction of rectangles (x-length, y-length, has x-wrap? has y-wrap?) that sits deep in the game code. Torus bitmaps implement this abstraction. The torus bitmap class reads more like a mathematical proof than like regular code: Extremely hard to write self-documenting code, therefore lots of comments. Part 1 needs more heavy-lifting for a torus-shaped physics matrix.
ccexplore's part 2 (seamless scrolling) gets finnicky and math-y again. The class knows the camera position and pieces together a scene from the torus bitmap.
Wrap in singleplayer is a by-product. Some levels use it, and it's cute. It's disorienting when you see it only rarely. Hard to weigh the advantages against the elaborate implementation.
-- Simon
ccexplore's part 1 (physics and terrain drawing is wrap-aware) need a topological abstraction of rectangles (x-length, y-length, has x-wrap? has y-wrap?) that sits deep in the game code. Torus bitmaps implement this abstraction. The torus bitmap class reads more like a mathematical proof than like regular code: Extremely hard to write self-documenting code, therefore lots of comments. Part 1 needs more heavy-lifting for a torus-shaped physics matrix.
ccexplore's part 2 (seamless scrolling) gets finnicky and math-y again. The class knows the camera position and pieces together a scene from the torus bitmap.
Wrap in singleplayer is a by-product. Some levels use it, and it's cute. It's disorienting when you see it only rarely. Hard to weigh the advantages against the elaborate implementation.
-- Simon