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Lance Mazon

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  1. I got this working, or so I thought. The problem is my world is isometric and my tiles are...well...see for yourself: [img]http://sphotos-b.xx.fbcdn.net/hphotos-snc6/264297_3752821945410_1475854459_n.jpg[/img] So the above solution doesn't compute the correct chunk based on coordinates because it assumes square chunks. For reference, the Y axis goes northwest to southeast. I'll keep working away at it, but if anybody has an algorithm that will help I'd sure appreciate it. Thank you! Lance...
  2. I have a tiled world divided into 64x64x64 chunks. The player is at a global x,y,z tile position and I need to figure out which chunk he is in so I can render it. Currently the chunks are referenced by the global x,y,z position of the tile in the corner of the chunk(chunk position 0,0,0)but this is starting to suck as a referencing system. I clearly need to revisit math I haven't done in years, but while I'm doing that, could one of you math wizards point me in the right direction on this one? Thanks in advance.
  3. I am working on my Isometric world builder and need info on different ways to do this. The game will generate a new world as needed, and will also have a dungeon generator. I'm beginning my own search, but if any of you have info that could cut my search short, I'd appreciate it. Thanks! Lance...
  4. Lots of great responses. You don't have to choose to be just one either. I specialize in .Net, but I also know Java, Perl, and Pick BASIC. Find what you like and take that bull by the horns and own it. Lance...
  5. Ah... If I serialize the dictionary, that will do for now, but ultimately I shouldn't be serializing the sprite as well, which I will be at first. Silly. =D
  6. I should be a little more specific. Currently my "world" is stored internally as a Dictionary<Vector, Tile>. The vector class is, as you may have gathered, a simple vector with x, y, z values. The Tile class holds data related to a specific title, as well as a Sprite class. I'm thinking the best bet is to divide the map into chunks, and serialize the resulting chunk class, dictionary and all. Comments?
  7. I wouldn't start with an MMO. Unless it's a pretty simple 2D affair, the sheer amount of resources required make it out of reach for most. Pick a popular MMO and look at the list of people who made it. Then clone yourself that many times, send several of your clones off to school to become gifted artists(3D, character, background), designers, sound editors, musicians... I think you get the idea. Having said that, I think a small team could write a fun MMO if they keep their goal within reach. I've never heard of a one man MMO being written, but I'm sure someone can point to one. If you want to write your own game, including engine, I'd recommend starting with a good book. I liked [url="http://www.amazon.com/dp/1435455568/ref=nosim?tag=dansspiels-21"]this one[/url]. You end up with a basic 2D game engine suitable for writing simple games, and extending to less simple games. It's all in c#, so, if you're looking for C++ or Java, you should look elsewhere. Whatever you choose, it should leave you with something usable as a foundation for future games, and pointed firmly in the right direction to continue learning. Writing a game engine(even a 2D engine) is a non-trivial undertaking. Make sure this is what you want to do before you start. If you just want to make a game, and don't want to bother writing an engine, then you should look in to Unity, or one of the other ready made game engines. You can then focus more on making a game, rather than making an engine, which has definite benefits. If this is your wish, pick an Engine, and grab a book or tutorial and get to work on your game. =D Whichever method you choose, make sure you're having a blast. Good luck! Lance...
  8. Up until now, I've been using a simple flat text file that just defined the x/y coordinates of the first tile, and then mapped every character to a tile. This worked well for getting the basic engine up and running, but now I'm to the point where the Isometric engine is running fine, and I need to start making a world generator and adding features. Clearly, it's time to add in real map data storage. The method should be pretty quick, and I'll want to be able to divide up the map into chunks and save and load chunks fairly quickly. Any recommendations on a format/method of doing this? Thanks in advance... Lance...
  9. Got it working. NUnit to the rescue. I had a couple silly errors in my code. I was thinking about it correctly, as mentioned. =D Thanks for the help. Lance...
  10. [quote name='Ashaman73' timestamp='1347429188' post='4979188'] You are right here as long as you don't use some kind of zbuffering. The problem of determing the visiblity is, that you need to render the hidden parts first. A iso map could be seen as a map of [i]cubes, [/i]which are subdivided by planes. Therefore you can take a [url="http://en.wikipedia.org/wiki/Binary_space_partitioning"]binary space partition[/url]algorithm to render your scene, which results in the simplified order you have mentioned. [/quote] Thanks... I'll check out the link. =D [quote name='yewbie' timestamp='1347461774' post='4979323'] Since you are using C# and I am hoping XNA? When you do your spriteBatch.Draw (For each tile) base the final argument (LayerDepth) on the Y value of your isometric tile. [/quote] Using OpenGL, though I do plan on adding an abstraction layer soon so I can use whatever. I think it's important to get a working game first though. =D On a related note, I've been referencing NUnit for a while with the intention of using it, and finally got around to implementing a few tests of my tile, and tilemanager classes. It's already uncovered a couple issues. Thank you NUnit! =D
  11. I just added to my game engine the ability to handle isometric tiles. Here's a sample of my placeholder tiles: [img]http://2.bp.blogspot.com/-I-DVQt758Hk/UFAIWRIQRjI/AAAAAAAAAHU/MjPCDrySqe4/s1600/cube_textures.gif[/img] It's all working great, except, I have stored the tiles in a Dictionary(so that I can quickly update a particular tile as needed) and now need to render each tile sprite in a particular order, or the screen is a mess. Tiles must be rendered in order with those tiles with a higher x/y value being rendered first, so those on the left side and bottom of the screen are the only ones showing their sides. Am I going about this right? Or is there a much better way? Thank you in advance. Lance...
  12. http://www.godpatterns.com This guy's book has a simple font rendering system, and he explains how to add new fonts. Everything is in c#. He uses the Tao OpenGL libraries, which still work great, but you may wish to port to OpenTK. Hope that helps. Lance...
  13. [quote name='Deft' timestamp='1347265861' post='4978511'] Sorry if I'm not right, but how you want to construct diamond with using squares? Square can give you cube or parallelepiped. In any case of building diamond you need additional triangle(s) for figure to be done. I suggest that you need to adopt your system to work with triangles and then build a diamond or any figure that you want. Sorry if I misunderstood your question. With regards. [/quote] My square is actually two triangles. See original post. =D
  14. Awesome link... Thank you!
  15. I have a 2D tile system which currently uses 96x96 pixel tiles. I wish to convert to using tiles that have a 3D appearance to them. Each 2D tile sprite is a 96x96 pixel texture placed on a square(two triangles really). I'm thinking to make this work well I'll need to turn the squares 45 degrees so they become diamonds, and tile them that way. Am I thinking correctly here? Is there a better way? Lance...