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Re: Demo - tile, cell based world (with collision)

Posted: Tue Dec 27, 2011 5:19 pm
by Ensayia
A minimap wouldn't be all that hard to pull off with a framebuffer (canvas?). Get to it Taehl! :crazy:

Re: Demo - tile, cell based world (with collision)

Posted: Tue Dec 27, 2011 5:24 pm
by Taehl
How would a minimap work in a world that doesn't obey the laws of space? The only reason it works on-screen is because you can only see a small area of it. But if I made the minimap that size, then what's the point of having a map which doesn't show beyond your screen?

Re: Demo - tile, cell based world (with collision)

Posted: Tue Dec 27, 2011 9:11 pm
by clickrush
Taehl wrote:How would a minimap work in a world that doesn't obey the laws of space?(...)
Well I actually didn't even think of that. Well It would be an even more interesting thing then. :D
The following question would be: What could you and would you show on the minimap that isn't on the screen?

Re: Demo - tile, cell based world (with collision)

Posted: Wed Dec 28, 2011 7:26 am
by Taehl
I couldn't show anything reliably since each time you change cells, there's a chance that any/all neighboring cells could change into difference cells. And extending past the first nearest neighboring cell leads possibly to crazy problems with different cells being in the same "place".