[Freeciv-Dev] Re: alternate topologies: isometric map
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freeciv-dev@xxxxxxxxxxx (Freeciv developers) |
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[Freeciv-Dev] Re: alternate topologies: isometric map |
From: |
Reinier Post <rp@xxxxxxxxxx> |
Date: |
Tue, 2 Oct 2001 14:02:49 +0200 |
On Tue, Oct 02, 2001 at 03:04:17AM -0700, Jason Dorje Short wrote:
> Being without internet access for a while, I found
> myself back in Windows playing Alpha Centauri. I
> guess I'd never noticed before that in addition to
> using a isometric tileset (which, unlike FreeCiv's
> current isometric tileset, I found quite nice) it also
> uses an isometric map. I assume CivII probably also
> uses an isometric map, although it's been a really
> long time since I've played that game.
>
> Just to reiterate (read: skip this paragraph), an
> isometric map is like this
> X
> XXX
> XXXXX
> XXX
> X
> and wraps along the diagonals (just one of them, in
> the case of Alpha Centauri). Under an isometric
> tileset, it will look flat.
Thue discussed this in detail when he added isometric view support:
http://arch.freeciv.org/freeciv-dev-200008/msg00760.html
http://arch.freeciv.org/freeciv-dev-200009/msg00003.html
> This has given me new enthuisasm to make such a
> topology possible in FreeCiv. Unfortunately, there's
> a long way to go. Some of the steps include:
[...]
Care has to be taken not to destroy performance.
> As a side note, another benefit of the isometric
> tileset+map is that the cardinal directions of
> movement also become the fastest. The fast means of
> travel is of course along the diagonals, which for
> current FreeCiv means it's fastest to always travel
> diagonally. It's much prettier IMO to always prefer
> to travel in cardinal directions.
It depends on whether you're a go/checkers player or a chess player.
--
Reinier
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