One big world to explore
by Jemand den es nicht gibt · in Torque Game Builder · 05/16/2006 (6:17 am) · 8 replies
Hiya!
For the game I am working on I want to create one big persistent game world. I came up with two ways to do so... have several game world chunks and load them if player hits the current world limit or create one big scrolling world of tile layer chunks in the editor. The last approach would be cool because you wouldn't have to manage level loading and saving maps if they got altered(maybe through a solved puzzle) but I don't know if T2D is powerful enough to handle it that way? Any ideas? :)
For the game I am working on I want to create one big persistent game world. I came up with two ways to do so... have several game world chunks and load them if player hits the current world limit or create one big scrolling world of tile layer chunks in the editor. The last approach would be cool because you wouldn't have to manage level loading and saving maps if they got altered(maybe through a solved puzzle) but I don't know if T2D is powerful enough to handle it that way? Any ideas? :)
#2
05/16/2006 (9:12 am)
Yeah, you might be right. My hopes are / were that it would be sufficient to load a big map compiled of many scene objects(tile layers and sprites)... ;) This is going to be a very small game(small as in nothing complex) and I want to go through as little hassles as possible. :)
#3
05/16/2006 (10:08 am)
Hmm, nevermind... I get 1 pixel wide gaps between the layers that I cannot get rid off... :/ is that a flaw caused by OpenGL or is it a bug? I checked the positions and sizes in the editor and mathematically it should just fit perfectly.
#4
05/16/2006 (12:31 pm)
It is a bi-linear filtering problem. That thread should give more information.
#5
- Melv.
05/16/2006 (1:00 pm)
... and read the image-map documentation that comes with the SDK for more details.- Melv.
#6
05/16/2006 (1:17 pm)
My image maps have filter mode set to none and filterPad is true. The effect only appears where two tile layers meet by the way... sometimes they are connected properly but as i move he map around it looks like they "get pulled apart" one pixel so you see the GUI backdrop between them.
#7
Maybe this should be made an option if rendering ever gets centralized in the source code.
05/16/2006 (1:33 pm)
This is because the camera does not use integer coordinates. I had this problem too. I wrote a hack that rounded all coordinates to the next full number before rendering and this issue disappeared. I am not sure if there were any significant disadvantages to this. Some stretching issues I guess.Maybe this should be made an option if rendering ever gets centralized in the source code.
#8
05/18/2006 (2:23 am)
Hmm, sounds like a plan, gonna try that next time. :) For now I think I will just stick to hand-managed level loading... oh well. :)
Associate David Montgomery-Blake
David MontgomeryBlake