Broken Dimension (OScoder's Worklog)
Update
Here's an update on the rpg engine so far:
After getting the tile engine to work on fenix, I found it rediculously slow, and couldn't/didn't want to imagine how bad it would be on an actual game!
I've started it from scratch again now, yet being the hopeless idealist and stupidly ambitious person that I am I have decided to write my own sdl wrapper (based on DIV) from scratch along with it! So far almost got the basics done (images, processes, etc) - although processes work in a slightly different way from DIV (more like, event based). Next to implement is resource handling (like, sound ids, etc) and collisions.
I wonder if I'll finish this?
OScoder
edit:
Changed my mind again! I'll stick with fenix.
After getting the tile engine to work on fenix, I found it rediculously slow, and couldn't/didn't want to imagine how bad it would be on an actual game!
I've started it from scratch again now, yet being the hopeless idealist and stupidly ambitious person that I am I have decided to write my own sdl wrapper (based on DIV) from scratch along with it! So far almost got the basics done (images, processes, etc) - although processes work in a slightly different way from DIV (more like, event based). Next to implement is resource handling (like, sound ids, etc) and collisions.
I wonder if I'll finish this?
OScoder
edit:
Changed my mind again! I'll stick with fenix.
(Posted on March, 1st 2007, 18:38)
Comments
DTM said:
it sounds interesting. Sort of like cdiv? i've never used it though.
(Posted on March, 2nd 2007, 19:48)
Fiona said:
How did you do the tile engine? If you say had a process for every tile then that will be slow.
If you were printing each tile one by one every frame, that's also a bad idea. That will be slow whatever you use.
I find the best way is to print each tile one by one onto a map, but only print the tiles that need changing. This ends up being pretty fast.
If you were printing each tile one by one every frame, that's also a bad idea. That will be slow whatever you use.
I find the best way is to print each tile one by one onto a map, but only print the tiles that need changing. This ends up being pretty fast.
(Posted on March, 3rd 2007, 01:22)
OScoder said:
I was using the second option. How might the third be achieved? Isn't that basically like the usual div scroll - that takes up lots of memory for large maps doesn't it?
(Posted on March, 3rd 2007, 11:48)
yonni said:
You could have a process per tile, and then have a manager process that sleeps any processes that aren't actually on screen. So the program is only processing the tiles that are onscreen at that time.
(Posted on March, 4th 2007, 16:32)
PEader said:
OScoder you just work out which rectangle of the entire tile map is visible and only render the ones in that range.
(Posted on March, 19th 2007, 17:55)