It is real-time. I don't want it as accurate as movement acceleration for stepping, at least not yet, but I am not sure how I would manage a map without a grid. How, for instance, will the computer know where the player is in relation to objects? If the player fires a weapon, how can the computer calculate if the projectile will hit a target? Currently I am planning to manage targeting by getting the slope of the line and the point of the player, then extending the line to the weapon's range and seeing if it intersects a point on which there is an object. For my game creation I am using the Blastbay Game Toolkit, which is a subset of C++ but written specifically for use with audio games and run sort of as a scripting language through an interpreter. For instance, there is a sound class, a tts class for speaking text, sound_pool (sort of like a "world" that manages sound positioning relative to the player), a timer, and so on. Sound_pool, which I subclass for my Map class, relies on a grid to properly position sounds, which is the other reason I am using grid-based positioning. I can't imagine how it would work with no grid. Is there a way?
On 10/29/11, René Dudfield <ren...@gmail.com> wrote: > Hi, > > a few notes, and questions... > > Is your game turn based? Or is it real time? > > If you don't have realistic 3d sound, then using a grid is probably easier > for players. > > Instead of frame rate, think about it like the update rate of your main > loop. > > Before the player takes a step they are standing. When standing, speed is > zero. When stepping, the person gets some acceleration and moves. Then > they get some deceleration and stop. > > It's more complicated than that, but the more physically accurate you want > it, then more complex your code will be. If you're more interested in > making the game, than a physics engine, you might want to consider looking > at one of the physics engines available. > > Keeping the game movement to grids might make it easier to play as well as > program. > > > cheers, > -- Have a great day, Alex (msg sent from GMail website) mehg...@gmail.com; http://www.facebook.com/mehgcap