by randall » Apr 22, 2001 @ 7:45am
Commandos is an example of an isometric game that doesn't use tiles- it uses a single large image as the map, much like Carpe's game. <br><br>I am glad Carpe implemented it the way he did- the maps will look much better and richer.<br><br>I am not sure how Commandos implements collision detecting though. I think it uses a second image (similar to a bump map) to determine where the characters can and can't go. The second image doesn't need to be any more than 16 colors though since the player never sees it; it is strictly used internally.<br><br>Each color represents a different type of obstacle.<br><br>red: solid (not passable by any)<br>blue: water (only swimmable can swim through it)<br>grey: high objects (only flyable can fly over it)<br>...<br>...<br>...<br>green: normal ground (all land and flyable)<br><br>Of course the engine doesn't see a color, but reads the 4-bit value as a flag.<br><br>I am sure Carpe already has this all planned out, especially since he has already moved on AI. It sure does look good though.<br>