Tile Map like Ultima Online's
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I tested it, and the CPU is worse.. memory is worse etc...CadeX wrote:Hello, Have you tried creating a large image of the map, then loading it broken up as the person moves? It will take alot more memory, but i'm sure it wont take nearly as much cpu as your current one!![]()
Hope this helps, ¤ÇäÐëX¤!
I've tuned alot of performance of the game down, fps is now maxxed at 30, cpu is roughly 4-5 now, memory still great because its low.. I guess it will have to do, it runs fast enough for me and that's all i asked for.. Thanks everyone for trying to help.
Well prepare for a hard time 
I'm working on an isometric engine too at the moment, and I have to say one thing: it is NOT as easy as it might first look. There are always some new problems that come up that you even didn't think about in the beginning.
I'm sorting the tiles now using the depth buffer (I'm programming it in C++ not in PB), and that makes sorting very quick of course. If you have to sort it manually, that costs a lot of time.
It's sad that PB doesn't support depth buffers at the moment (or did I overlook that?).

I'm working on an isometric engine too at the moment, and I have to say one thing: it is NOT as easy as it might first look. There are always some new problems that come up that you even didn't think about in the beginning.
I'm sorting the tiles now using the depth buffer (I'm programming it in C++ not in PB), and that makes sorting very quick of course. If you have to sort it manually, that costs a lot of time.
It's sad that PB doesn't support depth buffers at the moment (or did I overlook that?).