Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Spiff

Tile based game using D3D, what's best way?

This topic is 6936 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm trying to create a Direct3D engine wich will be quite basic, just drawing textured planes and some alpha and lighting f/x, since I think DDraw is a bit too limited.

Now, to the question. Do I draw alot of planes with different textures or use DDraw to blit the tiles to a texture surface and use as the texture on one plane?
What's easiest and fastest?

Thanks in advance,
Daniel Netz

Share this post


Link to post
Share on other sites
Advertisement
Funny, I had the exact same thought today (Really, im not kidding!). I'm guessing though, that the many little polygons approach is the only one which would work. Why? Because many graphics cards are fussy about the texture sizes. They usually want textures to be square and sizes which are powers of 2 (ex: 512x512 or 256x256). There are also a lot of size restrictions (I think most cards only support up to 512x512 textures, but don't quote me on that).

Also, the many polygons approach is also easier to use IMHO.

--TheGoop

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!