[Freeciv-Dev] Re: Isometric view
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Problem is that the system of Civ2 isn't just Civ1 rotated 45 degrees -
look at where the poles are - if it were a rotation, they'd be in the
corners, but they aren't. So, while rows as we currently use may well be
possible, they wouldn't all have teh same length and THEN things get ugly.
> From: Jeff Mallatt <jjm@xxxxxxxxxxxx>
> To: freeciv-dev@xxxxxxxxxxx
> Subject: [Freeciv-Dev] Re: Isometric view
> Date: 06 April 2000 13:39
> At 2000/04/06 08:19 , Thue Janus Kristensen wrote:
> >On Thu, 06 Apr 2000, Stephen Hodge wrote:
> >> Thue Janus Kristensen wrote:
> >> > How much of the work of implementing this is
> >> >
> >> > 1) drawing the tiles
> >> > 2) making server/datastructure changes
> >> > 3) making the actual drawing/focusing code
> >> I don't think there are any necessary datachanges for the type of
> >> view Civ2 uses where really only the map rendering that has changed.
> >> Regards,
> >> Steve Hodge
> >You would have to change the way the tiles are stored or the way you
> >over them, right? By stored I mean that now they are a
> >malloc(map.xsize*map.ysize*sizeof(struct tile)), and finding a tile from
> >is relatively straightforward.
> >I would think that if we made an isometric map the obvious numbering
> >the y rows from top to buttom and the x from left to right) would make
> >iterations over x and y in the current code invalid (am I wrong?). So
> >you find an alternative numbering sceme that preserves the iterations
> >(basically tilting the world), or you change all occurences of
> in the
> >code (with macros, since I think it would get ugly).
> >This would require a change in the way tiles are found from the map,
> >basically the structure change I was talking about, plus functions like
> >is_real_tile and map_adjust_x ect would have to be changed.
> Simply rotating the world shouldn't cause any server changes at all.
> just a matter of how a client draws the map.
- [Freeciv-Dev] Re: Isometric view,
Sam BC <=