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Baldur's Gate

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I wanted to ask the community one thing: According to you the Infinity Engine of Baldur''s Gate uses tiles (squares, hexagonal etc.) or not?

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It uses tiles, rectangular if I remember correctly. Haven''t this been discussed before?

A polar bear is a rectangular bear after a coordinate transform.

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Baldur''s Gate does not use tiles, at least not in respect to graphics. It is a basically a big giant bitmap that is scrolled by on you''re screen. The location walk/height map was created for each pre-rendered image to decide where or how you''re player can walk. The actual "size" and "shape" of the location data I''m not sure, its been a while since I cranked up the game.

Sieggy

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Yes, that''s correct, Baldur''s Gate uses big bitmaps. The map is not composed of tiles.

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An interesting thing about Fallout is that is uses square tilings for graphics but for movement and combat it uses hex-space

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StarCraft is another example. Their tiles are square but its still isometric (diamond, not hex though).

Sieggy

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This whole square tile isometric view stuff is still giving me a headache.

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Ok, I''m agree with uses of a big map, but what I don''t to understand is the implementation of the "path finding" and the "z-order" of the sprite blitting. You have an idea?

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When you program 3D applications, you''ll see that the x and y coordinate is still left, just like in 2D graphics, but you have one more, a z coordinate, which (in almost all cases) is the depth axis, the bigger z value, the deeper into the scene the object is.

The z coordinate is sometimes used in 2D too to determine in what order the images should be rendered. It''s good if you want to have several layers of images rendered.

I don''t know much about pathfinding, but I don''t think that you have to write your own function for it unless you really want to, there''s one called A* which is supposed to be good.

============================
Daniel Netz, Sentinel Design
"I'm not stupid, I'm from Sweden" - Unknown

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quote:
Original post by Spiff

I don''t know much about pathfinding, but I don''t think that you have to write your own function for it unless you really want to, there''s one called A* which is supposed to be good.

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Yes, I know the A* algorithm, but on a big map without tiles it no work.

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On a big map without tiles you do a space-reduction, and try to make a grid on top of the map which represents basically the same thing as you would have with tiles, only usually larger areas.

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