A bunch of more bits for planet data.

The original code is miserly with bits for planet data, which
made sense for a game for that generation of hardware.  I'm
fine with dozens of KB per planet...  Even with tens of thousands
of planets; modern systems won't even be stressed by the memory
usage.  A few hundred megabytes to a gigabyte are available easily
on most platforms that I care about.
This commit is contained in:
2024-04-25 17:14:19 -04:00
parent 97148db2d4
commit 975183cd26
+3 -1
View File
@@ -110,7 +110,9 @@ struct planet_desc
{ {
DWORD rand_seed; DWORD rand_seed;
BYTE data_index; // Expanded to 32 bits now, to permit additional flags
// like shield types and such.
DWORD data_index;
BYTE NumPlanets; BYTE NumPlanets;
SIZE radius; SIZE radius;
POINT location; POINT location;