Search found 10 matches
- Wed Oct 02, 2013 9:39 am
- Forum: HTML5/Web Engines
- Topic: How do i load object to the tile map?
- Replies: -1
- Views: 4214
Re: How do i load object to the tile map?
Don't mess around with the Tiled stuff, just let IGE load it up and do it's thing. After that mount an entity (your building) to the tilemap. Check out 13.1-tilemaps example.
- Tue Oct 01, 2013 9:49 am
- Forum: HTML5/Web Engines
- Topic: Advice needed for large texture maps
- Replies: -1
- Views: 2423
Re: Advice needed for large texture maps
I'll put something together for you. It's really just a few lines of code. The important other half of the implementation is the map generator which is currently coded in C#. I might be able to implement it in JS (this is literally the first javascript I've ever done), not sure how well supported (c...
- Tue Sep 24, 2013 9:09 am
- Forum: HTML5/Web Engines
- Topic: Advice needed for large texture maps
- Replies: -1
- Views: 2423
Re: Advice needed for large texture maps
It's something I'll deal with later as it's obviously something that's possible, but I have other things to work out first. Binary loader for maps is kicking butt though. Maps are loaded as an ArrayBuffer with a Uint16Array view. File format is as simple as possible: WORD width, WORD height, WORD[] ...
- Tue Sep 24, 2013 8:54 am
- Forum: HTML5/Web Engines
- Topic: alternate iso grid
- Replies: -1
- Views: 1638
Re: alternate iso grid
mountMode will be just fine, thanks... you have more important stuff to do =) It's all done and rendering fine...tested maps up to 1.5 million tiles, but for some reason screen to iso coord conversion is off, but only sometimes.... even though they all use the same code (IgePoint.toIso)? Probably so...
- Sat Sep 21, 2013 10:45 am
- Forum: HTML5/Web Engines
- Topic: Advice needed for large texture maps
- Replies: -1
- Views: 2423
Re: Advice needed for large texture maps
Screw it, I'll code a custom binary encoder/decoder for map objects. Curious how far I can push this engine....and how horrible the memory usage will be. A more elegant solution would be a tile of smaller maps, but it would have to be absolutely seamless to both the end user and the engine itself. W...
- Thu Sep 19, 2013 8:18 pm
- Forum: HTML5/Web Engines
- Topic: alternate iso grid
- Replies: -1
- Views: 1638
Re: alternate iso grid
getting there...


- Thu Sep 19, 2013 11:56 am
- Forum: HTML5/Web Engines
- Topic: alternate iso grid
- Replies: -1
- Views: 1638
alternate iso grid
I need an isometric grid that isn't skewed. Just a square grid but rotated 45 degrees. How can I do this?
// TODO: Abstract out the tile drawing method so that it can be overridden for other projections etc
// TODO: Abstract out the tile drawing method so that it can be overridden for other projections etc

- Thu Sep 19, 2013 5:30 am
- Forum: General Development
- Topic: Managing 10x10 plots of land in a DB
- Replies: -1
- Views: 1985
Re: Managing 10x10 plots of land in a DB
I don't see any huge problem with it, depending on what exactly you're doing...it's kind of hard to guess whether or not it's a bad idea without seeing exactly what you're doing. It's common DB design to have the first column be an auto_increment int, set as primary key and used as an id. Which brin...
- Thu Sep 19, 2013 5:08 am
- Forum: HTML5/Web Engines
- Topic: Advice needed for large texture maps
- Replies: -1
- Views: 2423
Re: Advice needed for large texture maps
For now I've converted the data into a proper tileset and I generate a JS layout like map2.js in 13.4-texturemaps-load-data example...which results in a 200MiB javascript file and doesn't really work, lol. Guess JSON is the proper way? edit...how would I go about loading a texturemap from a JSON? I ...
- Wed Sep 18, 2013 11:49 am
- Forum: HTML5/Web Engines
- Topic: Advice needed for large texture maps
- Replies: -1
- Views: 2423
Advice needed for large texture maps
I'm porting another game as a learning exercise. I've got 400+ MiB in tiles that I'll eventually be loading. This includes raw bitmap data plus an additional (don't recall exactly) 16 bytes or so of metadata per tile....stuff like flags and indexes to other linked systems (like animations). All my h...