Game Programming - Tile Graphics Techniques 1.0 - 1996

Game Programming - Tile Graphics Techniques 1.0 - 1996 -...

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GAMES++: GAMES & GAME PROGRAMMING 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 BOOKS Game Programming General Programming Tile Graphics Techniques 1.0 by Jason McIntosh What's This Document (Not) About? I wrote a CRPG for my Amiga and got about 85% finished when I bought my PC and dropped the Amiga project to learn PC programming. The point is that while that game was/is really cool, I have learned and developed much since then. Here's my (partial) full disclosure :) This document will cover graphics in the style of Ultima 6 (presumably Ultima 7 as well, but I have never played it-- read on). I will also discuss many of the same techniques that Greg Taylor covered in his Tile-Based Games FAQ. That is one reason that I have composed this document, because I found the information in Greg's FAQ to be somewhat disappointing. I hope to present some ideas that will advance those he overviewed. Granted, he covered lots of things I won't cover here (roof tiles, hidden map areas, palette shifting), but there are so many fundamentals that could be implemented in a better way, I had to put out an alternate solution. Oh yeah, it is presumed that the reader has a solid understanding of C programming. While Mr. Taylor tended to emphasize the 640K barrier, I think that everyone should get a 32-bit, protected mode compiler. Let's face it, the small overhead of running a DOS extender with your protected mode program is negligible in the face of the benefits gained. I feel it's a fair assertion to assume that people who play games have at least 4 megs in their machine. Catering to the lowest common denominator (i.e., 286/640K) is a good thing as long as that denominator isn't too low. I think nowadays, a 486-33/4meg is a decent denominator. The hassles of EMS and conventional memory simply disappear when protected mode is used. I've never been more frustrated by this situation than when I couldn't get Ultima 7 to run on my snappy Pentium because I had to create a boot disk and still couldn't free the conventional memory required (without purchasing a commercial memory manager). I own U7, but I've never played it. That kind of annoyance can be avoided by simply using a "modern" compiler, with the added bonus that most of the time, it will run in the increasingly popular environment, Windows 95. (Sorry to be ranting but that's another reason I'm writing this document :) Note: I am assuming that you are interested in CRPGs since they are the most common game genre to employ this sort of graphics. Of course, the techniques can be applied to any game or genre (ie, a strategy game). Vocabulary
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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 Graphics Techniques 1.0 - 1996 -...

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