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Chris Burrows

Member Since 17 Sep 2012
Offline Last Active Oct 04 2012 04:16 PM

Topics I've Started

Representing an iso map in a 2d array?

18 September 2012 - 11:05 PM

Hello,

I'm working on an iso RTS and I'm using the staggered approach to store my map data in an array. This means that each X co-ordinate represents 2 different X tiles, depending whether or not the Y co-ordinate is odd or even, in which case the tile is offset, shown below.

Posted Image

This works fine, however it does add an extra layer of complexity to every calculation, pathfinding, movement, etc.

I am curious, what are the alternatives? I require the whole map to be filled with tiles, so simply tilting a traditional square grid will not work, because many tills will have negative co-ordinates, and arrays do not have negative cells, shown below. Unless (0,0) is far, far off in the top left somewhere, but that leaves a huge amount of empty array cells and a seemingly unnecessary giant array. My maps are 256x512.

Posted Image

I'm open to all suggestions. Thank you for your time.

- Chris

A* jaggard lines?

17 September 2012 - 12:06 PM

Hello world,

Recently, I began working on an RTS. I'm using A* and it is working well, only I don't like how my paths contains long straight lines (both orthogonal and diagonal), shown in dark red below. I would prefer if the paths favoured more "jaggard" lines, as shown below in light brown.

Posted Image

It seems every other implementation of A* which I have seen actually favours jaggard lines by default, but for some reason mine doens't work that way, and as far as I can tell I am not doing anything differently. I can't paste my source because I am writing the game in Multimedia Fusion which doesn't use traditional code. But, I did base my "code" on this article, seemingly a pretty standard of version A*.

If anybody has any ideas why this is occuring, I'd love to hear about it!

Thanks in advance, Chris.

PS. Here is the executable if anybody is interested.

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