Ambrosia Garden Archive
    • Segmented/Tile vs PICT maps


      Hi,

      I've been waiting for quite some time for the engine to drop, in my preparation for my project

      ("ancient"project which was originally slated for Inform6, SwordDreams 3D,Grandeur, and then RealBasicv2.0.)

      I have created tiles or map segments for use with the engine
      or whole and complete PICT map
      (one piece, that contains only contains the necessary features hills,depressions,inlets,peninsulas,fjords,and cliffs etc)
      or a Zelda type map cinsisting of al least 256 "screens" (small maps that do not scoll)

      My question is which will be more efficient
      the single piece map that has stamps (and other layers) (read the log)
      or the normal tile based map with tens of thousands of parts .

      *Please note that most likely all of my character graphics will be "normal" (as opposed to superdeformed)
      Thanks for reading...
      visist my forum and my site links in sig

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      My new site go now,
      (url="http://"mailto:ill_a_nois@yahoo.com")mailto:ill_a_nois@yahoo.com(/url)ill_a_nois@yahoo.com

    • Well, that all depends on a number of factors.

      One large map will load completely at the beginning, but allow for more seamless transitions and less gruntwork in editing.

      Tiles will only load if they appear immediately on screen, therefore requiring less memory on large maps.

      The Zelda style is just a matter of aesthetics.

      Saphfire

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