in reply to Re: Map Storage For Game
in thread Map Storage For Game

Though nothing is final yet, I think that it's likely that we will have units that can move less than a tile at a time. In Civilization (and FreeCiv) your units, and your cities all take up one tile. We're trying to steer away from this, because in actuality a group of units would be much smaller than a city. We might just fix this problem by having cities be more than a tile in size, but it would be nice to look at all the options before we settle on something.

-Ben Jacobs (dooberwah)
Homepage: http://dooberwah.perlmonk.org
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"one thing i can tell you is you got to be free"

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Re: Re2: Map Storage For Game
by JungleBoy (Scribe) on Oct 25, 2001 at 22:54 UTC
    It seems like it would make more sense to have your tiles be at the most granular level you can make it. This provides you with the ability to have a more detailed terrain, and keeps the complexity of trying to move a unit only a portion of the way through a tile out of your system. It also gives you larger flexibility with the design of your cities. Cities wouldn't need to be square, they could be oblong shapes if you so desired.
Re: Re2: Map Storage For Game
by shotgunefx (Parson) on Oct 26, 2001 at 06:20 UTC
    Having objects move at abitrary rates also brings up problems with collision detection etc. What type of terrain is this? What type of objects? How are they shaped?

    I think making an arbitrary world model in Perl could be slow. It depends on what the criteria is though. How many frames per second do you need?

    -Lee

    "To be civilized is to deny one's nature."