From: | David McMinn |
Date: | 14 Aug 2001 at 18:17:28 |
Subject: | [amiga-c] Re: isometric gfx engine |
Hi Ilkka
> I got an example engine from my friend, the original C source and his own E
> conversion. It is not really fast, but works somehow. We reworked together
> faster engine using some asm optimizations and I got about 20fps on my
Obviously I haven't seen the engine, and I'm also no expert, but that
seems quite slow.
> I think UFO is slower because there are simply more layers than in
> Syndicate. There are in UFO high buildings and you can destroy walls what is
> not possible in Syndicate. And Syndicate misses line of sight feature.
Destroying walls could be as simple as changing a tile number, but the
line of sight feature probably adds a lot to it.
> DM> I guess if the view is always fixed in one direction, you could have
> DM> some special flags for some tiles, e.g. for making them solid, but not
> DM> to display. Could be useful for say the backs of objects which would
> DM> never be seen, but 'physically' have to be there.
>
> Could be useful, but it would be nice if you can change viewpoint like in
> SimCity 2 :)
Never played that. Does it do a freely rotating view, or does it snap to
each 90degrees? I guess you could do something similar to the way OpenGL
works for choosing which surfaces to not render. i.e. in OpenGL you check
the co-ordinates of the polygon are clockwise before you draw it. If you
have a fixed number of angles like what I guess the Sim City 2 view is,
you could have an integer instead of a flag. When you rotate the view,
only show tiles with a setting of 1 and 2, then rotating again would be
tiles with 2 and 3, etc.
> Making tiles square is not practical because then you cant combine different
> tiles easily anymore. :-(
I guess it would probably also break collision detection in some
instances too. OK, ignore all my seemed-to-be-a-good-idea-at-the-time
ideas :)
Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/