Subject: RE: [stella] Role-Playing Game Development From: Dan Knapp <dankna@xxxxxxxxxxxxxx> Date: Mon, 21 Jun 1999 02:05:39 -0400 (EDT) |
> Speaking of sacrelige - never say something can't be done on the 2600 in > this list! A 256*256 grid fully populated would need 65536 cells to be > encoded true, but mapping that much area is going to be very > time-consuming, and not worth the effort. Instead, all you would have to > do is create a sparse-array of "populated" cells, and have a handful of > "generic" "empty" cells which could be used for cells not in the > sparse-array. You could use a simple function to map broad details > (desert, water, forest, mountain, snow) and have maybe two or three > generic examples of each type. When a cell is referenced that is not in > the list, pick a random cell of the relevant type and use that one. Makes sense. Also, you could if desired calculate the "random" number in such a way that a given set of coordinates will always yield a given one of the generic cells. ALSO, you could have simple transformations, also applied randomly or pseudorandomly, to do things like add trees and such. I retract my statement; I wasn't looking at the rules properly. ____________________________________________________________________________ |The Mauve Baron| Beep | dankna@xxxxxxxxxxxxxx | |---------------| Blip | http://www.bergen.org/~dankna/ | | Dan Knapp | Bonk | C PS SQL Java Unix Mac RPN/L NES SMB1 BM | ---------------------------------------------------------------------------- -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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