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mescalin
mescalin @ Custom

did you include using cbe at the top so it points to the right libraries?

also did you write the appropriate libraries?.... don't get me wrong the cbe can potentially be the most powerful game engine there is, it's just getting it working can be quite long winded

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mescalin
mescalin @ Let's talk about biomes.

i was just trying to figure this out, i think I call this a "tileset" really but i like the word

in my code I store such things in arrays of course, I tend to serialise the data for stuff like this manually. So you say an interesting file structure, well it's more like 0,0,0,10,0,0,10,0,0 no pun (in a string). In your case probably a 3d array with ints as the ref key to the tile.

The real trick for procedural generation is having a seed number that recreates an entire level, the memory saving trick of old was that you walk about the level and the locations and stuff of objects where not in an array structure but being randomly placed as you moved around.

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