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waroffice
Created : 27 February 2013
 
System : Linux

Lets start fresh

Deja vu?

I would like to get some specifications and goals down for my new tile map engine.

requirements

  • Easy GUI editing
  • Multi-layered, minimum of 4 layers
  • Support for fading effects, EG going under a bridge removes part of bridge
  • Must be fast to render, goes without saying
  • Support per-pixel collisions
  • Flexible tiles sizes for use in different games

    I have coded this many times in the past, I need to get this done once and for all.

    This list is subject to change without notice, no warranty is provided, failure to keep up repayments could lead to losing your house/car/wife!

  •  

    Comments


    Wednesday, 27 February 2013, 09:13
    waroffice
    If anyone has any hints, tips, improvements anything that I can make this the LAST tile engine I create the better.

    I followed the tutorial in the Blitz2D book to get started a long time ago and evolved the engine through the years.
    Wednesday, 27 February 2013, 09:22
    Jayenkai
    Be sure to stress test lots of different sized tiles. If you find Plenty of Big Tiles is faster than Tons of Little Tiles, it might be fun to play with Sega's Sonic-Multi-Tile idea...
    Essentially, you start with, say 8x8 tiles, and draw them onto 64x64 tiles as required. You can then draw a nice number of 64x64 tiles to fill the screen, as opposed to struggling with so many 8x8's.
    Wednesday, 27 February 2013, 09:26
    Afr0
    Should be 2D in 3D and run on the latest and not-so-new hardware.
    Wednesday, 27 February 2013, 09:37
    waroffice
    Jay, so you draw the 8x8 tiles onto a 64x64 tile? doesnt seem logical unless you can reuse the 64x64 tiles
    Wednesday, 27 February 2013, 10:13
    Jayenkai
    Depends how quickly you can redraw the 64x64 tiles.

    Look into how Sonic (the megadrive editions) worked.
    Thursday, 28 February 2013, 02:40
    waroffice
    I'll have a search later...

    /edit My google-fu is failing me
    Saturday, 02 March 2013, 09:57
    spinal
    Meta-tiles is a good idea if you reuse sections a lot, it would also help a little on level storage also. That method was used a lot back in the 8bit days, it helped enable some quite large levels with very limited RAM.
    Monday, 04 March 2013, 06:54
    waroffice
    Does anyone know of a good generic tile map theory tutorial or a good blitz3d one?

    I have been doing the same code for years and starting to think if there are better options outhere
    Monday, 04 March 2013, 08:03
    caligula
    Code something interesting that needs a tile engine. If you decide to just make a tile engine, you'll probably end up wasting time adding things that seem useful but probably aren't, while missing out on the things that you only think of when you're actually using the thing for something.

    Start by adding the most basic things you can think of. Use the code, see what needs to be added, and add to it. Rinse & repeat.
    Monday, 04 March 2013, 08:23
    waroffice
    I started writing a 2d RPG in 2001 and have restarted it countless time, getting to similar places before changing language or getting a girl friend and it going out the window!