Jasper wrote:
-How do I do "picking," identifying the tile or character a user has
clicked on? I can imagine calculating it for a flat iso landscape, but
taking height into account all I've come up with so far is to save a
bunch of bounding rectangles and test them inefficiently.
Each hex and
You can still "tile" with just Pygame. It would just require you to blit an extra piece of the background image surface whenever you get to a seam, until the seam is off the screen.-- Andrew Ulysses Baker
"failrate"
Use Opengl, and just tile the texture infinitely, and use a perspective view matrix. ;-)
I actually tried OpenGL some time ago for isometrics. I was even able to
get "billboarding" (sprites) working to some extent, and I liked being
able to rotate the thing to any angle. But the framerate was
Chris Ashurst wrote:
If you progress with this isometric stuff, and get around any of the
following issues, I'd love to hear how you got around them:
1) I had a mechanism that allowed you to "pick up" the entire iso grid and
move it around on screen. Whilst this worked fine without any actors o
you going :)
Good luck!
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of Kris Schnee
Sent: Wednesday, June 14, 2006 18:16
To: pygame-users@seul.org
Subject: [pygame] Isometric Math
I see the responses, and will get to them tonight -- short on time.
I had an
I see the responses, and will get to them tonight -- short on time.
I had an idea, though, on "picking": how about creating a hidden
graphics layer where the top of each iso-tile is "shadowed" with a
unique color representing its coords? (eg. tile (4,2) gets color
(0,4,2).) Then when the user
ailto:[EMAIL PROTECTED]
Behalf Of Kris Schnee
Sent: Monday, June 12, 2006 18:06
To: pygame-users@seul.org
Subject: [pygame] Isometric Math
Can anyone offer advice on isometric math?
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-How do I do "picking," identifying the tile or character a user has
clicked on? I can imagine calculating it for a flat iso landscape, but
taking height into account all I've come up with so far is to save a
bunch of bounding rectangles and test them inefficiently.
Sorry for replying indirec
Here's a good thread on map rotation (with example code):http://www.yakyak.org/viewtopic.php?t=48502&highlight=rotate
-- Andrew Ulysses Baker"failrate"
-How do I do "picking," identifying the tile or character a user hasclicked on? I can imagine calculating it for a flat iso landscape, buttaking height into account all I've come up with so far is to save a
bunch of bounding rectangles and test them inefficiently.I would recommend that you use some
Can anyone offer advice on isometric math?
Say that I've got an iso landscape like this:
kschnee.xepher.net/pics/iso060601.png
(I've since switched to 128x64 tiles; these are 90x45.)
I know where to put the tiles based on a height map and some arbitrary
starting point, but:
-How can I make sure
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