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Re: Dynamic 2D Isometric Terrain

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Dynamic 2D Isometric Terrain
From: "Joseph J. Strout" <joe at realsoftware dot com>
Date: Mon, 27 Jun 2005 09:43:53 -0500
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <BEE57F87 dot 90CE%seth at johnfinley dot com>
At 10:03 AM -0400 6/27/05, Seth Duke wrote:

I think I need to have a larger matrix though. So that the matrix would
represent the four points of each tile, so based on the positions of a tiles
four points I can determine the right image to show for the correct angle
view.

That doesn't require a larger matrix though -- or not much larger. If your world is 100 by 100 cells, then you simply have 101 by 101 corner points. The matrix should represent the heights of the corners, not the heights of the tiles. You don't need anything to represent the "heights" of the tiles (as if tiles had a single height, wheich they don't) -- tiles just span their corners.

One thing I think I will most definitely need to do is some how determine
what exactly changed on the matrix so I don't end up updating the grid
images for the entire map when only a small portion really needs updating.

Ah, well that's true, at some level anyway. It's pretty standard animation technique to keep one or more "dirty rects" that keep track of which part of the screen needs to be redrawn.

Best,
- Joe

--
Joe Strout                          REAL Software, Inc.

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