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Member Since 16 Aug 2012
Offline Last Active Oct 11 2012 03:30 AM

Topics I've Started

Calculate chunk From Global X,Y,Z

19 September 2012 - 02:18 AM

I have a tiled world divided into 64x64x64 chunks. The player is at a global x,y,z tile position and I need to figure out which chunk he is in so I can render it. Currently the chunks are referenced by the global x,y,z position of the tile in the corner of the chunk(chunk position 0,0,0)but this is starting to suck as a referencing system. I clearly need to revisit math I haven't done in years, but while I'm doing that, could one of you math wizards point me in the right direction on this one? Thanks in advance.

Isometric World Generation

15 September 2012 - 11:03 PM

I am working on my Isometric world builder and need info on different ways to do this. The game will generate a new world as needed, and will also have a dungeon generator. I'm beginning my own search, but if any of you have info that could cut my search short, I'd appreciate it. Thanks!


Best Method For IsoMetric Multi-Level Map Storage

12 September 2012 - 05:31 PM

Up until now, I've been using a simple flat text file that just defined the x/y coordinates of the first tile, and then mapped every character to a tile. This worked well for getting the basic engine up and running, but now I'm to the point where the Isometric engine is running fine, and I need to start making a world generator and adding features. Clearly, it's time to add in real map data storage. The method should be pretty quick, and I'll want to be able to divide up the map into chunks and save and load chunks fairly quickly. Any recommendations on a format/method of doing this? Thanks in advance...


Isometric Conversion Woes

11 September 2012 - 10:19 PM

I just added to my game engine the ability to handle isometric tiles. Here's a sample of my placeholder tiles:
Posted Image

It's all working great, except, I have stored the tiles in a Dictionary(so that I can quickly update a particular tile as needed) and now need to render each tile sprite in a particular order, or the screen is a mess. Tiles must be rendered in order with those tiles with a higher x/y value being rendered first, so those on the left side and bottom of the screen are the only ones showing their sides. Am I going about this right? Or is there a much better way? Thank you in advance.


3D Tiles

09 September 2012 - 11:19 PM

I have a 2D tile system which currently uses 96x96 pixel tiles. I wish to convert to using tiles that have a 3D appearance to them. Each 2D tile sprite is a 96x96 pixel texture placed on a square(two triangles really). I'm thinking to make this work well I'll need to turn the squares 45 degrees so they become diamonds, and tile them that way.

Am I thinking correctly here? Is there a better way?