Re: [pygame] Isometric Math

2006-06-27 Thread Kris Schnee
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

Re: [pygame] Isometric Math

2006-06-15 Thread andrew baker
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"

Re: [pygame] Isometric Math

2006-06-15 Thread Kris Schnee
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

Re: [pygame] Isometric Math

2006-06-15 Thread Jasper
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

RE: [pygame] Isometric Math

2006-06-15 Thread Chris Ashurst
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

[pygame] Isometric Math

2006-06-14 Thread Kris Schnee
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

RE: [pygame] Isometric Math

2006-06-13 Thread Chris Ashurst
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? CONFIDENTIAL NOTICE: This email including any attachments, contains confidential information belonging to the sende

Re: [pygame] Isometric Math

2006-06-13 Thread Jasper
-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

Re: [pygame] Isometric Math

2006-06-12 Thread andrew baker
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"

Re: [pygame] Isometric Math

2006-06-12 Thread andrew baker
-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

[pygame] Isometric Math

2006-06-12 Thread Kris Schnee
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