Spielerando

Tall buildings pop in at the bottom of the screen, because the tile range is cut too tight

In a slanted tile view, drawing only the tiles that touch the screen is a big saving, but a tall tower whose foot is below the edge should still show its top. Here is how to turn the screen corners into the range of tiles to draw, and how much room to add.

Why this works

A tall building is drawn upward from its foot, so its foot can lie below the screen while its roof is still in view. The list of things to draw must therefore reach further down than the screen itself, by the height of the tallest thing.

When not to use it

It is a waste when almost everything is flat, or when a few giant objects force a huge extra margin for all. Keep those few in a separate list and always draw them, and keep the margin small for the rest.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 40 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Tall buildings pop in at the bottom of the screen, because the tile range is cut too tight" (read_entry strategy-visible-tiles-with-tall-buildings) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP