I'm currently working on a simple 2D tile based game. I want to let users (=players) to create really large maps without problems with performance. That is why I'm searching the way how to optimalize ...
Let's say I have a tile sheet that contains 8 sprites per sheet. Each sprite is a tile of 30x30. I wrote my own custom map parser/map loader however I'm having trouble extracting a certain tile ...
I´m trying to wrap my head around how to get this done, if at all possible. So basically I have a Area class, Map class and Tile class. My Area class is a singleton, and this is causing some ...
First of all I am going to cover the basic design of my 2d tile-based engine written with SDL in C++, then I will point out what I am up to and where I need some hints. Concept of my engine My ...
I've been building a rogue-like for more than a year now, and so far I've only ever implemented very simple monster behaviour - such as moving toward the player when he's in the line of sight, and ...
After spending time today to jot down some notes regarding the implementation of walls into my tile-based game, I've suddenly realized it's not going to be as simple as I imagined before. While the ...
I've recently begun working on a tile-based tactical game, and I have questions regarding a couple of key moments. Is it feasible to organize the tilemap as an array of containers, which can hold the ...
Which data structure should be best used to store a pile of tiles from which a player can pick a random tile?
After searching for a long time, I'm surprised this question was not asked yet. In a 2D, tiled-map game, how do you handle the map ? I'd be glad to have your point of view in any languages, though I'm ...