View Full Version : map format
rogerdv
07-17-2004, 07:58 AM
What format do you think is better for storing game maps, a mesh based (store vertex coordinates of all map polygons) or per tile info (info for each tile)?
anubis
07-17-2004, 08:41 AM
well, that depends on the type of game :)
Mihail121
07-17-2004, 10:51 AM
Anubis is right!
If you're making an arcanoid like me, just some byte array. If you're making FPS, geometry data. If you're making tile based game, tile data + some extra stuff.
rogerdv
07-19-2004, 07:07 AM
Anubis is right!
If you're making an arcanoid like me, just some byte array. If you're making FPS, geometry data. If you're making tile based game, tile data + some extra stuff.
8780
Yep, i forgot to mention, for RPG and RTS games.
The problem I see with tile based format is how to store height and achieve a good looking terrain when rendering, supposing you have several pre-made tile meshes.
anubis
07-19-2004, 09:00 AM
take a look at the warcraft 3 editor. to me it looks strongly like it's tile based and for an rts i think tiles are the way to go.
supposing you have several pre-made tile meshes
i don't understand... if you have tile meshes the height and terrain data is directly available to you...
rogerdv
07-19-2004, 12:18 PM
i don't understand... if you have tile meshes the height and terrain data is directly available to you...
8801
Yes, I forgot it. Just some collision would fix that. Can someone suggest me a tutorial about this (mesh-terrain collision detection)?
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