is presently its sole maintainer,
You can support him:
Making some rooms
Making some doors
Lots of small rooms and Tile ID values
Now you can see the limits of the world
Make rooms only in some places - Random Numbers
Yangtian Li's Talent
Back to random map generation
Not sparse yet
Going back to display single room
Tile map review
Adding the ability to go up and down
Continue the madness and add some stairs
Up and down
Would you use DeMorgan's Laws?
Do you have emacs commands with Visual Studio?
Have you already decided what PRNG algorithm you're going to use?
As you put the tile map in 3D dimensions, could this be related to a voxel octtree algorithm?
Is there a reason for the chunk size to be a power of 2?
When do you use #define instead of local variables?
Why are you using inline in variables?
Why not use bit flags for floors and such?
Why would you prefer an array of tile chunks?
Are you following Robert C. Martin Rules?
Are we planning to load/unload tile chunks on demand?
How much of this code will be used in the final procedural generation?
Are we planning on making the tile map layered?
Why suffix types with 32 such as bool32?
Will we need compression for basic sparse tilemap storage?
How computationally expensive is the sparse storage?
Should rooms only be created when the player is close to them?
Are you worried about memory leaks?
Are ternaries bad?
Why is not possible to save the full map?