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using d3d for tile-based 2d-game
by the way: i''m sorry, i''ve already
posted this thread in two other forums
until i found the right one. please
excuse me.
okay, first let me try to explain
what i''m about to do.
it''s a classic 2d-program,
tile-based but non-isometrical.
the main problem is that i will
use a lot of translucency and
with this i mean that sometimes
every tile onscreen will use this
effect.
so i think using directdraw isn''t
an option anymore.
so the next thing i thought about
to do was using two polygons (d3d)
in the size of the whole screen
(640*480) and map the entire frame
as a whole, single texture on it.
now someone told me that this isn''t
a good idea and certainly wouldn''t
work on every graphic card.
now i''m thinking about using (two)
tile-sized polygons for every tile
and have the following questions:
1. i was thinking about to divide
the whole screen into 20*15
_fixed_ tile-sized polygons.
i mean i''m thinking about not to
scroll the polygons with the
tile-bitmap as a texture itself
but scrolling the textures over
the fixed polygons (so the polygons
itself won''t ever move just get
different tiles mapped at it as the
camera moves).
is that a good idea or should i do
it the other way around?
2. now imagine this program - whether
the polygons scroll or just the
textures scroll: many 2d tile-based games
use different layers for background,
foreground and so on. would it be
possible to use such different layers
consisting of the tile-sized polygons?
the z-values for each layer would be
the same, is this possible?
i don''t know if this makes sense but
i thought that making it so you wouldn''t
have the redraw every single tile-texture,
just the respective layer and the alpha-
blending would do the rest.
what do you think?
okay, that''s all for now, thank
you and more questions will follow
soon.
- twohours (ta:ke:s_/a_-bo-w_)
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