in reply to Re: OT: Tile maps
in thread OT: Tile maps
So first I would read the header (uh, some how), go through all of the 'terrain tile definitions' and generate an array with array[0]=grass1.jpg and so forth. That way i wouldn't have to do hash look ups on every tile. Then from there maybe I could apply further optimizations, such as chunking them into areas and having rows already generated off screen and so forth.##header## name: foo.map author: baz size: 250x300 tileset: forest 0=ground1.jpg 1=ground2.jpg 2=trees1.jpg 3=trees2.jpg //etc etc ##endheader## 0 0 0 0 1 1 1 0 0 0 1 2 2 3 3 2 3 3 //etc
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Re: Re: Re: OT: Tile maps
by Mr. Muskrat (Canon) on Feb 14, 2003 at 17:02 UTC | |
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Re3: OT: Tile maps
by dragonchild (Archbishop) on Feb 14, 2003 at 16:59 UTC | |
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Re: Re: Re: OT: Tile maps
by l2kashe (Deacon) on Feb 14, 2003 at 17:31 UTC |