map format

9275cef0ad2f15ec1813d63b0c5b0fad
0
rogerdv 101 Jul 17, 2004 at 13:58

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)?

5 Replies

Please log in or register to post a reply.

F7a4a748ecf664f189bb704a660b3573
0
anubis 101 Jul 17, 2004 at 14:41

well, that depends on the type of game :)

2b97deded6213469bcd87b65cce5d014
0
Mihail121 102 Jul 17, 2004 at 16:51

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.

9275cef0ad2f15ec1813d63b0c5b0fad
0
rogerdv 101 Jul 19, 2004 at 13:07

@Mihail121

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.

[snapback]8780[/snapback]

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.

F7a4a748ecf664f189bb704a660b3573
0
anubis 101 Jul 19, 2004 at 15:00

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.

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…

9275cef0ad2f15ec1813d63b0c5b0fad
0
rogerdv 101 Jul 19, 2004 at 18:18

@anubis

i don’t understand… if you have tile meshes the height and terrain data is directly available to you… [snapback]8801[/snapback]

Yes, I forgot it. Just some collision would fix that. Can someone suggest me a tutorial about this (mesh-terrain collision detection)?