Hi list,

This issue has been bored to death here, but I just had to get a second
opinion.

We're doing a strategy game of the likes of Ceasar. Instead of an isometric
view, we have two orthogonal views to show which cell is player is in
currently. In our present version, I used imaging lingo to draw the cells,
but found that the whole thing comes to a grinding halt after a few
minutes.

The scene is divided into a 9 x 9 grid of cells. Cells which have certain
properties, such has being selected or containing some object are drawn
onto a bitmap member. The member is cast onto the stage using sprite
puppets.

The code is not optimised at all at this moment, but before I plunge into
cleaning things up, I'd like to know if imaging really is faster than
sprites. I have a lot of interactivity happening on the floor plan. And
since there is no tangible sprite for each cell, a lot of computation has
to go to find out which cell is clicked and its properties. Using sprites
for the cells would ease things up considerably as far as programming goes,
but I'm not sure if I want to use so many sprites. But if it's really going
to help, then I don't mind going for sprites.


Pranav Negandhi
Software Engineering
Learnet India Limited, Mumbai.
Phone: 91-22-859 8042 Ext: 316
http://www.learnetindia.com



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