What format do you think is better for storing game maps, a mesh based (store vertex coordinates of all map polygons) or per tile info (info for each tile)?
map format
Started by rogerdv, Jul 17 2004 01:58 PM
5 replies to this topic
#2
Posted 17 July 2004 - 02:41 PM
well, that depends on the type of game :)
If Prolog is the answer, what is the question ?
#3
Posted 17 July 2004 - 04:51 PM
Anubis is right!
If you're making an arcanoid like me, just some byte array. If you're making FPS, geometry data. If you're making tile based game, tile data + some extra stuff.
If you're making an arcanoid like me, just some byte array. If you're making FPS, geometry data. If you're making tile based game, tile data + some extra stuff.
#4
Posted 19 July 2004 - 01:07 PM
Mihail121 said:
Yep, i forgot to mention, for RPG and RTS games.
The problem I see with tile based format is how to store height and achieve a good looking terrain when rendering, supposing you have several pre-made tile meshes.
#5
Posted 19 July 2004 - 03:00 PM
take a look at the warcraft 3 editor. to me it looks strongly like it's tile based and for an rts i think tiles are the way to go.
i don't understand... if you have tile meshes the height and terrain data is directly available to you...
Quote
supposing you have several pre-made tile meshes
i don't understand... if you have tile meshes the height and terrain data is directly available to you...
If Prolog is the answer, what is the question ?
#6
Posted 19 July 2004 - 06:18 PM
anubis said:
Yes, I forgot it. Just some collision would fix that. Can someone suggest me a tutorial about this (mesh-terrain collision detection)?
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