[gameprogrammer] designing map format

  • From: Roger D Vargas <luo_hei@xxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Thu, 17 Nov 2005 09:42:43 -0500

Im trying to design a map format for my game based, if possible in xml. What I want to achieve is something very similar to a tile based map, but to be rendered in 3d. I would like to have some hills, terrain effects and objects like trees or houses, but with the possibility to determine if a location is passable by just reading map information without calculating collisions (that is far from my reach now).
My current ideas are to have the map represented in sparse form in xml: I define a main texture that will be applied to non-descripted tiles, then I make a list of location (tiles) that differ from that texture (like roads), also I would store height for tiles that are not flat. Rendering non-flat tiles is a bit tricky as Im not familiar with terrain renderers, but I think that I can do it by checking when I render a tile quad if some neighboor tile is raised and then locating the adequate vertices 1/2 the height of neighboor non-flat tile. Of course, this wont produce a nice looking effect, but it is what I can achieve by myself.
Any suggestions or ideas about this?


--
Roger D. Vargas
http://dsgp.blogspot.com | Linux, programación, juegos


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