My 2nd engine
What kind of map structure should I use in iso engine similar to one in X-Com ?
I was thinking that each layer should have floor tile and four wall tiles. I was also thinking that each cell could have
pointer to cell above. (?)
-- Pseudo --
class cMapCell
{
Uchar floorID;
Uchar wallID[4];
cMapCell *above;
}
-- Pseudo --
class cMap
{
cMapCell *map = new cMapCell [width][height];
}
Where should I store object data?
In my previous engine I had cObjectList in cWorld like this
cRenderer
|---->cTileSet
cWorld
|--->cMap
|--->cObjectList
#ifdef SHOW_SIGNATURE
//--------------------
// Jarmo Hekkanen
//--------------------
#endif
--Jarmo Hekkanenwww.2ndpoint.fi/jarskiOpen source isometric map editor
May 07, 2001 12:21 PM
Might want to have a ptr to the map cell below aswell, otherwise an effect which happens on the above floors will be expensive to proprogate downward.
Good Luck
-ddn
Good Luck
-ddn
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