On 1/10/07, Jeff Shipley <[EMAIL PROTECTED]> wrote:
Great, so I should be able to take a look at how the map engine is currently working and read the stuff on the planned improvements to it. I'll let you know how it goes with that.
Here's the mapengine task from the Wiki, in case it's down again by the time you want to look at it. Especially the links in the Reference section should be of interest. Not sure how relevant everything still is today, but that covers what we thought about it a couple of years ago (time really passes quickly these days). Also not that present graphics and animation implementation is a bit different from what we had in v0.3. The old one was basically a custom format based on pnm with some additional information in the same file. Now we use standard png with additional information kept in an accompanying xml file. So if you want to work from Alex' code that's linked in the task, that is something to take into account as well as the fact that everything is much more modular now than it used to be in the v0.3 era. Anyway, feel free to post your comments once you had a chance to look at the stuff. If you'd rather come up with your own design ideas, that's okay too. Kai P.S. If the Wiki continues to be unreliable, I could send you the latest database dump, so you could set it up locally on your box. Basically just needs apache with php and mysql to run. Just let me know if that would help.Title: Tasks:Mapengine - Adonthell
Tasks:Mapengine
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Overview
The mapengine is responsible for providing a model of the game world, including the environment, locations of characters and items. This data is kept in files and must be loaded and saved at need.
The map engine data is visualized by the Map View.
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Dependencies
- Graphics implementation
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Requirements
The mapengine needs the following features:
- The map is seamless, i.e. there are no transitions between different 'areas'. Transitions may occur when entering buildings or caverns.
- Only parts of the whole map need to be kept in memory. Loading of map areas happens in the background.
- The map model is 3-Dimensional, allowing different height levels. The camera is fixed to provide a top-down view.
- Objects displayed are 2-Dimensional, drawn according to the underlying 3D model of the world.
- Movement of characters through the world is pixel-based. Moving is at least possible in 8 directions.
- Speed of movement can vary between characters or the same character (running, walking, sneaking)
- Characters can walk, climb, jump and fall.
- Pathfinding for computer controlled characters.
- Items can be placed on the 'ground' or other objects (table, shelf).
- Multiple items can share the same location
- Map events are triggered when characters enter or leave certain locations.
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References
- Seamless map (see the whole thread)
- Some discussion about that code: [1] [2] [3]
- Idea for weather effects
Retrieved from "http://adonthell.berlios.de/doc/index.php/Tasks:Mapengine"
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