[gameprogrammer] Re: storing side scrolling 2d maps?
- From: "Alan Wolfe" <atrix2@xxxxxxx>
- To: <gameprogrammer@xxxxxxxxxxxxx>
- Date: Wed, 2 Feb 2005 10:48:49 -0800
yeah i meant the corridor aproach (:
ok then, sounds good. I was thinking thats how i was gonna do it , but
wasnt sure if there was a better way (some obscure technique i hadn't heard
of yet) so cool, thanks for the info (:
----- Original Message -----
From: "Dave Mariner" <dave@xxxxxxxxxxxxxxx>
To: <gameprogrammer@xxxxxxxxxxxxx>
Sent: Wednesday, February 02, 2005 10:31 AM
Subject: [gameprogrammer] Re: storing side scrolling 2d maps?
> So you mean representation of sparse maps constrained in a 2d playfield?
>
>
>
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
>
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
> =20
> XXXYXX
> XXXXXX
> XXXXXX YYYYYYY UU
> YYYYYYY UU
> UU
> UU
> UU
> UU
>
>
>
>
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
>
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>
>
> A bit like that (assuming the ascii art works out right), yeah? Where =
> only
> the non-whitespace stuff is stored? Or do you mean where the playfield
> scrolls in both x and y dependant on position in the map (a bit like =
> going
> through a corridor that bends through 90 degrees every so often)?
>
> If it's the former, then just maintain a list of rects with pointers to =
> the
> map data, preferably sorted in scroll coord order (i.e. if scrolling lr =
> then
> sort in x) to optimize the data extraction.=20
>
> If it's the latter, then you can encode with sub-maps; each submap =
> having a
> direction flag (UD or LR). Give each submap a width/height and you have =
> a
> reasonably flexible representation.=20
>
> Hope this helps,=20
>
>
> Dave
>
> p.s. I assume you meant a dodecagon, not a dodecahedron ;)
>
>
>
> -----Original Message-----
> From: gameprogrammer-bounce@xxxxxxxxxxxxx
> [mailto:gameprogrammer-bounce@xxxxxxxxxxxxx] On Behalf Of Alan Wolfe
> Sent: February 2, 2005 5:37 PM
> To: gameprogrammer@xxxxxxxxxxxxx
> Subject: [gameprogrammer] Re: storing side scrolling 2d maps?
>
> dodecahedron
>
> haha jk...
>
> what i was thinking was many rectangles of diff shapes and sizes =
> connected
> together
>
> ----- Original Message -----=20
> From: "Dave Mariner" <dave@xxxxxxxxxxxxxxx>
> To: <gameprogrammer@xxxxxxxxxxxxx>
> Sent: Wednesday, February 02, 2005 9:08 AM
> Subject: [gameprogrammer] Re: storing side scrolling 2d maps?
>
>
> > You might want to think about building your maps one abstraction away =
> - =3D
> > for
> > example define a map to be, say, 20 screens wide. You can then =
> compress =3D
> > each
> > screen and decode em on the fly when you transition to a new screen =
> =3D
> > without
> > toooo much overhead. RLE would get rid of most of the dead space =
> you're
> > concerned about, and is quick to expand. YMMV depending on map =3D
> > complexity.
> >
> > BTW, what shape other than a rectangle can you have for a =
> side-scroller?
> >
> >
> > HTH,
> >
> > Dave Mariner
> >
> >
> > -----Original Message-----
> > From: gameprogrammer-bounce@xxxxxxxxxxxxx
> > [mailto:gameprogrammer-bounce@xxxxxxxxxxxxx] On Behalf Of Alan Wolfe
> > Sent: February 2, 2005 6:43 AM
> > To: gameprogrammer@xxxxxxxxxxxxx
> > Subject: [gameprogrammer] storing side scrolling 2d maps?
> >
> > Hey everyone,
> > I was wondering, does anyone have any experience storing 2d maps for =
> =3D
> > side
> > scrolling games?
> >
> > ive done maps w/ overhead tiled games before where you have a =
> rectangle =3D
> > of
> > data in a file and you just load that into a map array. That would =
> work
> > pretty good for a side scroller as long as the level was shaped like a
> > rectangle, but what if it wasnt a rectangle? plus is that alot of =
> wasted
> > space to just store it as a giant rectangle of data?
> >
> > thanks for any input, never done this kind of game before :P
> >
> >
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- References:
- [gameprogrammer] Re: storing side scrolling 2d maps?
- From: Dave Mariner
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- » [gameprogrammer] Re: storing side scrolling 2d maps?
- [gameprogrammer] Re: storing side scrolling 2d maps?
- From: Dave Mariner