Re: medium-xxxlarge 2d map system: Request comments!
- Posted by Ricardo Niederberger Cabral <rnc at INFOLINK.COM.BR> Aug 06, 1997
- 751 views
>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