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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] [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? >> >> >> > >> > >> > --------------------- >> > To unsubscribe go to http://gameprogrammer.com/mailinglist.html >> > >> > >> >> >> >> --------------------- >> To unsubscribe go to http://gameprogrammer.com/mailinglist.html >> >> > > > > --------------------- > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html
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