Game Development Community

Isometric tiling

by Matt Huston · in Torque Game Builder · 08/04/2005 (2:18 am) · 7 replies

I've seen a few screenshots where people have created proper isometric tiling with T2D. Has any of this code been released to public?

#1
08/04/2005 (3:20 pm)
Not yet.
More features are being added and lots of testing first.

ahhhhh
Its so hard waiting..... i want my ISO now!!!!
lol
#2
08/08/2005 (12:15 pm)
I assume one of those screenshots was mine, but maybe not. In Core Warz' case, we're actually using rectangular tiles to keep it simple. Cheap, yet effective :).
#3
03/14/2006 (4:59 am)
Something new about this?

is there some public code?
#4
03/14/2006 (12:23 pm)
@Marc: I havent done it yet, but the concept seems incredibly simple, and you should be able to implement such behaviour very easily in TorqueScript (using simsets as the 'array' storage)

I dont think there is any "starter kit" for it yet however.
#5
03/14/2006 (2:32 pm)
Well there's my iso tiler example: here

Should give you a start for simple stuff.

Even simpler for static/smaller scenes is to use two normal tile layers one offset by half a tile width and then only placing tiles in interleaved positions.

I am seeing a lot more interest in this and am almost convinced that writing an iso/hex renderer from
T2D base objects is something i want to get going as a code pack or game subsystem, i.e. everything needed to create iso games, editors, etc.

~neo
#6
03/14/2006 (2:48 pm)
@Neo: my main concern around iso is performance, so if you are serious about it, long term I'd recomend looking at ActiveTiles and how they are used for optimal performance.

Though in the short term, staticSprites should be okay too.
#7
03/14/2006 (3:03 pm)
I had indeed checked out ActiveTiles during my experiments and I will be
taking a low level approach to this, i.e. create the iso stuff from the ground
up, going as low down the hierarchy as needed to cut out any fluff. So it might
turn out that I will create iso versions of the sprite classes for performance
reasons, etc.

Will only really know once I start playing with this more, but rest assured performance
would have a high priority.

~neo