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map format


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#1 rogerdv

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Posted 17 July 2004 - 01:58 PM

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)?

#2 anubis

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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 Mihail121

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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.

#4 rogerdv

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Posted 19 July 2004 - 01:07 PM

Mihail121 said:

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.

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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 anubis

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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.

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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 rogerdv

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Posted 19 July 2004 - 06:18 PM

anubis said:


i don't understand... if you have tile meshes the height and terrain data is directly available to you...

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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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