My unsolvable problem

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45 comments, last by EDI 20 years, 1 month ago
quote:Original post by Shooter123
Hello all,

I am currently working on a freeware game with a similar coordinate system and perspective in comparison with EDI''s engine and while searching for a solution to my sorting problem, I have come across this thread. I have been trying to find a functional sorting algorithm for about 2-3 months now, but every time, there were some special cases where any algorithm failed . I hope you will be able to help me (probably a simple 3d engine would be much easier to realize )

First of all, you might want to have a look at a screenshot of my engine:
Click here

I am wondering whether Crazy Mike''s algorithm would work here. On the one hand, my coordinate system looks quite similar to EDI''s, but on the other hand, what, for example, would happen if structure 1 in Mike''s sample was very flat - structure 0 would not even be rendered, although it should be.

I hope you understand my problem. Any help is highly appreciated !

Regards,
Timm Linder

[edited by - Shooter123 on February 26, 2004 8:43:03 AM]


I believe that it would render correctly. Perhaps I''m missing something? My algorithm does not have height details contained in it anywhere, so I do not see why it would be a problem.
Syntax without semantics is meaningless.
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It looks (from your screen shot) as if your map would render correctly, unless i am missing somthing=)

perhaps you can express your concerns?

Raymond Jacobs,

www.EDIGames.com

www.EtherealDarkness.com

Raymond Jacobs, Owner - Ethereal Darkness Interactive
www.EDIGames.com - EDIGamesCompany - @EDIGames

First of all, thanks for your quick reply. Probably I've misunderstood something, but after having another look at Mike's sample,

quote:Rendering structure:
3,4 3,3 4,4 4,3 5,4 5,3 6,4 6,3
Done Rendering Structure:

Rendering structure:
1,2 1,1 2,2 2,1 3,2 3,1


structure 0 would be rendered AFTER structure 1 has been rendered, which is wrong in my opinion? Or am I missing something now!?

Thanks a lot.

BTW: CrazyMike, does the modified version which fits to EDI's coordinate system still exist? Would be nice if you could share it with me/us .


[edited by - Shooter123 on February 27, 2004 12:29:06 PM]

[edited by - Shooter123 on February 27, 2004 12:29:22 PM]
Yes Structure1 would be renderd after structure0,

please see...
Overlapping Tiles Question.
for a downloadable code sample which shows how the rendering method works.

the demo uses square top-down tiles but it will work in an isometric system too, without any serious modification.

Raymond Jacobs,

www.EDIGames.com

www.EtherealDarkness.com

Raymond Jacobs, Owner - Ethereal Darkness Interactive
www.EDIGames.com - EDIGamesCompany - @EDIGames

Thanks everybody, I am now trying to understand and implement it, hope it''ll work somehow .
Sorry, been busy for awhile.

If I''m remembering correctly and interperting my diagrams correctly, structure 0 was rendered after structure 1. This is correct because part of structure 0 could occlude part of structure 1. In the diagram the 0,10 is the farthest away point from the viewer.

I can''t find the version I wrote for EDI. Perhaps he might be able to supply it? I''ll keep looking for it - I went through some software upgrades between when I wrote it and now, and reorganized stuff, so maybe it is still living on the hard drive somewhere and I''ve just temporarily lost it.

quote:Original post by Shooter123
First of all, thanks for your quick reply. Probably I''ve misunderstood something, but after having another look at Mike''s sample,

quote:Rendering structure:
3,4 3,3 4,4 4,3 5,4 5,3 6,4 6,3
Done Rendering Structure:

Rendering structure:
1,2 1,1 2,2 2,1 3,2 3,1


structure 0 would be rendered AFTER structure 1 has been rendered, which is wrong in my opinion? Or am I missing something now!?

Thanks a lot.

BTW: CrazyMike, does the modified version which fits to EDI''s coordinate system still exist? Would be nice if you could share it with me/us .


[edited by - Shooter123 on February 27, 2004 12:29:06 PM]

[edited by - Shooter123 on February 27, 2004 12:29:22 PM]


Syntax without semantics is meaningless.
yeah, i put together a demo of it in another thread,

''overlapping tile problem''

which i directed shooter123 to =D



Raymond Jacobs,

www.EDIGames.com

www.EtherealDarkness.com

Raymond Jacobs, Owner - Ethereal Darkness Interactive
www.EDIGames.com - EDIGamesCompany - @EDIGames

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