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?
About the author
www.atomicbanzai.com
#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 :).
#4
I dont think there is any "starter kit" for it yet however.
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
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
03/14/2006 (2:32 pm)
Well there's my iso tiler example: hereShould 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
Though in the short term, staticSprites should be okay too.
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
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
03/14/2006 (3:03 pm)
I had indeed checked out ActiveTiles during my experiments and I will betaking 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
Torque Owner Chris Newman
More features are being added and lots of testing first.
ahhhhh
Its so hard waiting..... i want my ISO now!!!!
lol