Game Programming - Tile Based Games FAQ - 1995

Game Programming - Tile Based Games FAQ - 1995 - Games Tile...

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Click Here to Return to Games++ Isometric Game Programming with DirectX 7.0 w/CD 3D Game Engine Design A Practical Approach to Real - Time Computer Graphics Computer Graphics, C Version (2nd Edition) Your Gold Box Today's Deals Friday Sale Tile Based Games FAQ Version 1.2 by Greg Taylor Tilefaq 1.2 Copyright 1995 Greg Taylor. All rights reserved. Appendix I Copyright 1995 Chris Palmer. All rights reserved. This document is freely redistributable provided that is distributed in its entirety, with this copyright notice included verbatim. There are no restrictions on works derived from this document. Introduction There has been a fair response to my initial release of this file and there have been many requests for additional information, all of which I will cover in this version. This FAQ emphasizes on the style of graphics similar to those used in U6 and U7 by Origin. Many of the techniques presented are aimed at systems with limited memory and/or speed like PCs with a 640K barrier; but this document also includes alternative methods and suggestions on how to code for less restrictive systems. This is just a brief, but hopefully complete overview of one method to achieving the Tile-based style. There are other methods and I'd like to hear about them, because much of this FAQ has been pieced together from various implementations of the 'Tile' graphics style. 2. Multiple Layered Maps. This is an essential section to master because of the possibilities that stem from having more than one layer of map. Almost all of your traditional effects can be more easily implemented with a multi-layer map as compared to a single layered one. One of the key considerations when doing a multi-layer map is the speed of your drawing routines. Since you may be drawing each tile several times, the speed at which that routine performs is vital to producing a fast game. These should be coded in Assembly if possible or if in a higher level language, should be optimized as well as possible. A 'SEE-THRU' tile placement routine is another important tool that is a major part of Tile-games. I would separate my place-tile routine into two independent routines, one with 0 pixels 'SEE-THRU' and the other which doesn't. This allows you to place tiles that don't have the need for the SEE-THRU option to be drawn faster. 2.1 SEE-THRU Tile Routines For those who do not have a SEE-THRU routine written and are wondering how you write one, here's a brief overview. Basically, when you are copying your tile over, copy only the non-zero pixels to the screen (it doesn't -have- to be zero, it can be any of the palette values, but zero has become a sort of standard). And when you draw your tiles, color the areas which you would like to be seen thru, with the zero color. Thus allowing you to lay one tile over another, without destroying all of the image beneath. Page 1 of 9
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This note was uploaded on 08/08/2011 for the course CS 101 taught by Professor Jitenderkumarchhabra during the Summer '11 term at National Institute of Technology, Calicut.

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Game Programming - Tile Based Games FAQ - 1995 - Games Tile...

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