SH code

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  1. Hills on 2D tile grid (axis-aligned / non-isometric)

    [quote name='Krom Stern' timestamp='1346698888' post='4976148'] Not sure if this is ontopic, so please ignore if it is. Did you thought about non-rectangular tiles? They are still in 2D, but Y axis is affected by vertices "height". Ligh'n'shadow does the rest of the magic. Thats how we do it in our game (see attachment) [/quote] that a remake of knights&merchants, or something similar? oh please, do tell me that it's going to have skirmish...
  2. not sure if i really understand what are you trying to do, but if it's about applying pixel shader to the "part" of image, while drawing it whole and unscaled, i wanted to do something similar in one project, and though i haven't tried it yet, i had an idea to use GraphicsDevice.Viewport. It's usually used to draw two/more views/cameras when doing a split-screen game, e.g. you set the viewport to "cover" one half of screen, draw your scene as usual using camera of player1, then set the viewport to other half, and draw the scene as usual, exept using camera of player2, which implies that the shader is used&mapped only to the current viewport which it treats as a whole screen. in your case, you should be able to draw whole scene to backbuffer in your case, then set the viewport just to the part where you want the shader applied, grab that part of backbuffer, and draw it through the ps as if it were your whole backbuffer, exept you'll probably have to supply it just the relevant part of image/texture. i'm not really sure whether i understand what you want to do, or whether this really solves your problem, but there's a chance of it, or at least i may have pointed you in the right/usable direction(?)
  3. Camera/Tiles visibility

    [quote name='Nebx' timestamp='1300169396' post='4785937'] Any idea? [/quote] how i would do it (not saying it's a good idea, not sure about the performance, but i'm trying to do something similar this way): preprocess your map, give every tile a "visible" bool property, and when loading, set it - you know which tiles are closer to screen, and how high are they, and how much tiles "UP" you have to draw to cover one tile behind it, so you can do it. then, at draw-time, or when camera moves, first query your array for tiles which are in the area that are in the view - if you've got the tiles in array, figure how much camera can see, and loop only through that part of array), and draw only if "visible" bool property is true. but as gentleman above me already wrote, the "do not draw tiles obscured by other tiles" shouldn't be much of an issue, the more important (and simpler) one is "do not draw tiles that are offscreen".