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[gameprogrammer] Re: Randomly generated tile-based background



Thanks Alan for your suggestion.

----- Original Message ----- 
From: "Alan Wolfe" <atrix2@cox.net>
To: <gameprogrammer@freelists.org>
Sent: Tuesday, June 29, 2004 9:45 PM
Subject: [gameprogrammer] Re: Randomly generated tile-based background


> Hey Doug,
>
> Preformance really shouldnt be an issue (unless you have HUGGGGGE maps, 
> but
> even then there are ways to get around that like generating portions of 
> the
> map only as you need them)
>
> what you want to do is generate your map and store it in a 2d array or
> something and then re-use it every frame (:
>
> ----- Original Message ----- 
> From: "MyName" <tg777@telus.net>
> To: <gameprogrammer@freelists.org>
> Sent: Tuesday, June 29, 2004 9:31 PM
> Subject: [gameprogrammer] Re: Randomly generated tile-based background
>
>
>> Hi Scott,
>>
>> Your approach is pretty clear. I'm going to do what you suggested. I'm
> also
>> thinking why it seems that random tiled background is not popular in
> arcade
>> style games. Performance probably is one important reason. If it turns 
>> out
>> to be true, I may come up with my code looking for help. Thank you.
>>
>> Douglas Chen
>>
>> ----- Original Message ----- 
>> From: "Scott Harper" <lareon@comcast.net>
>> To: <gameprogrammer@freelists.org>
>> Sent: Tuesday, June 29, 2004 12:58 AM
>> Subject: [gameprogrammer] Re: Randomly generated tile-based background
>>
>>
>> > Hi.  I hope I'm not misinterpreting, but it doesn't seem that you'd 
>> > need
>> > much of an algorithm.  Really, you need to have tiles that CAN mesh
>> > sides, and then you just (using one of the many random number 
>> > generators
>> > out there) select one of them to throw on.  If you want to have a few
>> > options, then you just make a bunch of tiles (say, six categories -- 
>> > left type A and B; top A and B; bottom A and B.  (this assumes the 
>> > tiles
>> > will be added on to the right side of the screen only, of course). 
>> > Now,
>> > since you know which tiles are on the right-most edge when you need to
>> > generate NEW ones, you simply generate new matching tiles from some
>> > pre-defined lists of which images can tile to which others, based on
>> > their properties.  I.E. the top-right-most tile need only match its 
>> > left
>> > type with the previous one's right type, whereas the next one down must
>> > match both the left to its previous's right and its top to the first
>> > one's bottom.
>> >
>> > It sounds complex, and is probably slightly more than a little work to
>> > do, but certainly not insurmountable.  FWIW, random scrolling sounds
>> > like a fun idea!  Good idea, and good luck with it.  I hope my
>> > explanation helps more than confuses. -- _I_ know what I'm thinking at
>> > least ^_^.
>> >
>> > --Scott
>> >
>> > MyName wrote:
>> >
>> >>Hello everyone,
>> >>I'm a newbie, and doing a small side-scrolling aircraft shooting game. 
>> >>I
>> >>want this game to have a dynamic tile-based background that just likes
> in
>> >>a traditional arcade shooting game except it is random generated at run
>> >>time . So the background will always look different when scrolling. 
>> >>Does
>> >>anyone know where I can get information about the algorithm for 
>> >>randomly
>> >>generating a tile-based background? Are there any good tools/utilities
> out
>> >>there for designing tiles for this purpose?
>> >>
>> >
>> >
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>>
>>
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