12 20012345678901############0#..........#1#....SS....#2#..........#3#..........#4#..........#5#..........#6#..........#7#..........#8####....####9####....####0#..........#1#..........#2#..........#3#..........#4#..........#5#..........#6#....SS....#7#..........#8############9Where # is a wall, . is a floor plane and S is a spawn location.
For rendering it simple, just place it into ogres static geometry (no problem). For my collison mesh I tried reading the data from the static geometry.
As the map grew in size this become too slow. I started writing an algorithm to batch the collison geometry into squares. After a while I realized it wasnt worth the effort of writing such an algorithm either that or I was too lazy.
The so called collison map.
CellType row, col, colspan, rowspan
COL_MAPW 0 0 12 1W 1 0 1 8, F 1 1 10 9, W 1 11 1 8W 9 0 4 2,F 9 4 4 2,W 9 8 4 2W 11 0 1 8,F 11 1 10 9,W 11 11 1 8W 19 0 12 1
Some screens:
This is an overhead view of the 'map'
Using stock art and some Alice textures until I get some real assets.
Here some shots of the Queen as she is being developed.
MANTRA:
I will for more not ask for help until I have a demo.
I will for more not ask for help until I have a demo.