Re: medium-xxxlarge 2d map system: Request comments!

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>The "player" (Or whatever) is always in the center "region". When player
steps
>near the edge, the screen can still show his surroundings, because the
>neighbouring regions are already in memory, right there (seamlessly) with
...
>center one.
>entire map. Doing the math: Example: If you have the maximum size map, and
for
>each square need four bytes to store your data, you would however need
about
>5*10^27 *Gb* of disk-space just to store it...hehe)

I have some questions:

-> It will be designed for mode 19 or for 257 (I think the ideal for games
like Warcraft), 259 (too slow) ?
-> The screen will scroll tile by tile like War2 or pixel by pixel like
Command & Conquer ?
-> How are you going to transform the map variable, containing information
like what kind of ground (grass, water), into something the user can see ?
By generating an image of the current view and displaying it, by displaying
tile by tile, row after row or you'll generate that 3 X 3 tiles image and
display only the desired region or none of the above ?

Now, a comment:

If you use a scrolling like War2 (tile by tile), isn't it better to
generate only the new row or collumn needed intead of generating 4 new rows
each time the player scrolls the screen ?
---
Ricardo Niederberger Cabral
rnc at infolink.com.br

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