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JDEdmo

Ok how would you do this (About a Map/World engine)

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Ok Im new to the Directx area of programming but like most have a game idea I want to create. One of the Problems I have at the moment is this. If I'm looking for a Map or world were it can be altered by the player(s) (as in Building things or plainting tress and Digging tunnels or Caves). What engine type would probibly work best. I Know I dont need Full-3D but would LOVE to see a map look like that in Never Winter Nights or even a Larger setup like that in Warcraft3. But my question is since Im new to Directx what would be simpler and How would you go about doing this if you wanted to. I am not to Concerned about having Really great graphics but would like more then a Zelda look :) I really want to stay with the Tile-Base idea for the map but if there is a better way please let me know Also if you would include any Tutorals that would explain more about what you are talking about that would help alot More Info on my idea: 1) Everything can be made by Players 2) Players can Create or Alter Terrain Things Like: Buildings, Roads, towns & Villages Diging wholes,Vallys and Caves Planet Trees, Even dig a tunnel to a Stream of water to add a new part to the stram (This i know would take a bit to do but would like to get this effect :) Buildings would not be like in Never Winter Nights, But would be open inside. Basicly the inside of the Building is not loaded after finding a dorr but is accually Inside it. (Um like that of the Buildings in Starwars Gallaxies or Delta Force) Basicly Im looking for what you all would do and where I could find Tutorals on that way (since Im new to Directx ... Well I did read the Book "Zen of Direct3D" but from what I heard I should forget just about all I learned from that book . LOL ) If there is any thing I did not Explain or you still are not sure you know what I mean please ask and Ill Edit this post thx ********* I Have not made any games with Directx. And about the Real 3D, Thats correct they are and I dont need that but would like to see it. My Question is What would be a good way to create this style of world/map enviroment. ********* ********* Thx A Guy from CRO Btw are there any good sites i show go other then this one for more on "heightmap terrain" ... and Ill Google it all too :) ********* ********* Thx Evo :) ********* @@@@@@@@@@@ I think I will do a Tile engine with 3D tiles and use that multi-layered map idea too ... As for the buildings i think Im going to Stick to Tiles so all buildings would be a bunch of Tiles :) ... hehe and then i can have it so the Tiles Change in steps so it looks like buildings are being built :) Oh and BTW I know a nuff about C++ to learn from it but i use VB.Net :) Thx for all the help ppl @@@@@@@@@@@ [Edited by - JDEdmo on September 1, 2004 1:47:08 PM]

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Did you make any other games before? If not, try something smaller first, surely if you are new! By the way, Warcraft 3 and Never Winter Nights both use a real 3D engine.

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Well since it looks like noone is going to give any info on the Question you are asking I will try

I would if i were u start off with a 2D map design that when loaded changes the tiles to a 3D tile (Iso 3D)

If you do this you can still create a world that can be changed by players in game ... If you do it this way i know you will need a lot of different tiles for EVERY TILE configuration ...

For Example:
one tile for flat ground then a tile for a slanted side or Cliff edge and so on...

and if u want u can use 2D sprites for players and trees and buildings ... or a mix of 3D and 2D

But im still fairly new to Directx as well and so this may not be the BEST way but its how i would go at it ... at first any ways :) dont know if theres any bugs in this .. never tryed before :)

Hope you get it finish when you need to .. or have fun if its just a hobbie thing :)

Sorry i dont know of any Tutorals on this ... but hey Google baby :)

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How about having a tile based map, but make it fully 3D just with fixed isometric view. Then you can use heightmap terrain and nice particle effects while still keeping the engine simple.

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It sounds to me like you need a multi-layered map - on one hand you'd have your terrain map in which you store whether the tile is grass, stone, water, etc, etc. On the other hand, you may want an infrastructure map, which stores all the building information and placeable objects. As for altering the tiles, you would simply update the relevant section(s) of the tile map(s) with the new information. So if a player decided to dig a well, it's a case of adding the well object to the infrastructure tilemap and adding a water source to the landscape map.

Have you checked out the relevant section on the articles page for some more information about tile-based games? Specifically Tiling in DirectX.

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@JDEdmo: Instead of editing the message multiple times, why not just post a new reply? [smile]

I didn't understand what's happening when I read your message, until I saw the "edited by" line (saying things like "Thanks Guy from CRO", ...etc when I've not read any replies yet)

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