Complete.Org: Mailing Lists: Archives: freeciv-dev: November 2002:
[Freeciv-Dev] Re: (PR#2369) iso-view eye candy
Home

[Freeciv-Dev] Re: (PR#2369) iso-view eye candy

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2369) iso-view eye candy
From: Jason Dorje Short <vze49r5w@xxxxxxxxxxx>
Date: Thu, 21 Nov 2002 04:32:21 -0500
Reply-to: jdorje@xxxxxxxxxxxxxxxxxxxxx

Raimar Falke wrote:
On Wed, Nov 20, 2002 at 04:12:12PM -0800, Jason Short via RT wrote:

To answer a question I've received...

Eye candy is an idea Daniel had a little while ago, to give isometric
tilesets the same variety that non-iso tilesets have.  Non-iso tilesets
have lots of different copies of each tile, because that's the way the
blending between tiles is done.  This is bad and meeans a lot of work
must be duplicated - but it does allow for a lot more variety.  For
instance the trident desert tiles have cactuses, skulls, rocks, and
grass scattered around.  By contrast, isotrident's desert is very plain
- just mile after mile of sand.

The eye candy patch allows sprites to be declared which will overlay the
terrain tile.  For instance in the desert the skull and cactus each have
their own sprite, which is drawn on top of the desert at pseudo-random
intervals.  Daniel has also created support for this in isotrident
(although there is nearly unlimited room for improvement here IMO).


Why is a second way introduced here? Why not use the non-isometric
way? I.e. have 16 versions of the same terrain and use one depending
on the neighbors? If this isn't possible I'm for implementing the
isometric eye-candy also for the non-isometric case.

The isometric ('new') way is "better" than the non-iso ('old') way. We don't want to go back to the old way, which requires lots more tiles and (arguably) doesn't look as good.

The long-term goal for the old method IMO should be for it to go away. Vasco can correct me if I'm wrong here, but my understanding is that the 'old' way was the original freeciv design. When isometric mode was written, this was taken as an opportunity to redesign things (also that's the way civ2 works). So the 'new' way, although it has nothing to do with isometric mode per se (AFAICT), is associated with is_isometric throughout the code. In tilespec.c it's rather obvious which is which (and in mapview_common also, I think), but in gui-xxx/mapview.c it is not.

Thus, my feeling is that the old method should be left as-is for now. As the reduction of gui-xxx/mapview.c continues hopefully we'll reach a point where non-iso tilesets can use the 'new' drawing method.

jason



[Prev in Thread] Current Thread [Next in Thread]