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Making worms-like game - terrain related questions


viney12
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hey guys, my goal is to create worms-like game clone, and I'm trying to wrap my head around terrain related stuff.
let's say I want the map that the game is taking place on to be 1000x1000 pixels, the terrain itself has to be destructible - just like in the worms games series.
what would be the best way to represent such map in code? I feel like simple 2d 1000x1000 array with ones and zeros is not an optimal solution, but at the same time I think that with such structure it would be very easy to detect collisions and destroy terrain accordingly.
do you guys have any recommendations, directions or general tips for me?

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thank you for directing me, so as I understand bitmasking is a way to "know" which graphical tile to render for particular space after destruction or am I missing something? so the map itself still needs to be stored in an 2d 1000x1000 array where each value corresponds to a single pixel, correct?

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