Index: MapDoc.html =================================================================== RCS file: /home/share/cvs/arianne/docs/Map-design/MapDoc.html,v retrieving revision 1.1 diff -c -r1.1 MapDoc.html *** MapDoc.html 2000/08/23 18:23:07 1.1 --- MapDoc.html 2000/12/21 09:36:35 *************** *** 12,20 ****

## Objetives

! The objetives for the map is to get a easy to use, little memory usage, ! fast to send data struct to host the map. It should have the next kind ! of features.
• 2D and 3D support.
• --- 12,19 ----

## Objetives

! The objetives for the map are: to get an easy to use, little memory usage, ! fast to send data structure for host the map. It should have the following features.
• 2D and 3D support.
• *************** *** 43,49 ****

## First approach to the Map design

! Ways of create a really big map.
•      Use more memory.
• --- 42,48 ----

## First approach to the Map design

! Ways to create a really big map.
•      Use more memory.
• *************** *** 58,64 ****
• ! It could work but really it don't make any diference
• --- 57,63 ----
• ! It could work but really it dosen't make any diference
• *************** *** 66,75 ****
• ! Define the map through math ecuations.
• ! I don't know how to do it but this sound good
• --- 65,74 ----
• ! Define the map through math equations.
• ! I don't know how to do it but this sounds good
• *************** *** 81,112 ****
!

We make the map with small maps.

Each rectangular box is a map. !
Then think in things that can be found in a map. Forest, Mountains, ! Paths, Rivers, Desert, Oceans, etc. All forest are very similar to each other so we could use patterns to make a forest. This way we can
reuse it each time we want a forest and perhaps modify it to make it ! looks as a new one. !
If this tecnice is applied correctly we can improve memory usage and get a larger map.

### Map definition

! The Map definition by now is a square ( rectangular ? ) box of lists. These list contains the things that are in the tile of the map in a stacked way ! first the lower thing in the Zaxis. This way the way of drawing the map is almost straight forward.
!
As you can see this way also permit the realtime modification of the map by players. So that objects can be added and removed from the Map in realtime.
Also you can hide things under the floor!!!. Eat ! this Origin(tm)!!! ;-)

This point is going to be detailed more.

I have a great way of doing the Map.

For each tile of the Map that is floor will have --- 80,111 ----

!

So let's examine this method ( Pattern Map ) of defining a Map-

We make the map with small maps.

Each rectangular box is a map. !
Then think of things that can be found in a map. Forests, Mountains, ! Paths, Rivers, Deserts, Oceans, etc. All forests are very similar to each other so we could use patterns to make a forest. This way we can
reuse it each time we want a forest and perhaps modify it to make it ! look like a new one. !
If this tecnique is applied correctly we can improve memory usage and get a larger map.

### Map definition

! The Map definition as of now is a square ( rectangular ? ) box of lists. This list contains the things that are in the tile of the map in a stacked way ! first the lowest thing in the Zaxis. This way the method of drawing the map is almost straight forward.
!
As you can see this way also permits the realtime modification of the map by players. So that objects can be added and removed from the Map in realtime.
Also you can hide things under the floor!!!. Eat ! that Origin(tm)!!! ;-)

This point is going to be detailed more.

I have a great way of doing the Map.

For each tile of the Map that is floor will have *************** *** 122,135 ****
This way we can get a good approach for the 3D Client. And a great way of doing things in the 2D client.

If it is approved I will finish the Map design ! and move it to the coding stuff.

This will make the Map in this way.
MAP  = ARRAY [1..Nx1..N] of LIST

And LIST is a list where OBJECTS are sorted by their lower Z value.

I feel no need to have the maps resemble a karthesian system, not even a spherical one. We could even live on the inside of a ball or on the surface of a torus. Maps needn´t even have the same size, large servers could run bigger ones, small servers smaller ones. --- 121,134 ----
This way we can get a good approach for the 3D Client. And a great way of doing things in the 2D client.

If it is approved I will finish the Map design ! and move on to the coding stuff.

This will make the Map in this way.
MAP  = ARRAY [1..Nx1..N] of LIST

And LIST is a list where OBJECTS are sorted by their lower Z value.

I feel no need to have the maps resemble a Carthesian system, not even a spherical one. We could even live on the inside of a ball or on the surface of a torus. Maps needn´t even have the same size, large servers could run bigger ones, small servers smaller ones. *************** *** 154,186 ****

### Map Editor

I was playing around with the options when I found a option that said "Save ! to ASCII Z", I click and it same the Map info to a matrix of ASCII characters.

I have thought that it let's create a great complex world with a simply click on one button. !

I can do a ASCII Z to Arianne own format convert so that we can make Maps of up to 2050*2050 m^2. !
To do the Maps, vistapro loads a PCX file and convert the pixel value to height value. !

How we make this to work with Arianne? !
Well is easy. Two kind of solutions.

• ! Each point is a flat polygon that represent a square meter. This options ! make the landscape look very computer generated as there is only boxs.
• ! Each four points are a polygon This way will looks very similar to the VistaPro view.

VistaPro is slow. But as we aren't going to show all the Map but just only some little surface (100*100 m^2), and in the worst case we will have ! 100*100*2 triangles. But most of them could be removed using a simply back face removal algorithm. So it will be fast.

The texture is going to be a problem because VistaPro generates a texture file, so the tile scheme won't run, although we could do some pattern recognition ! software that assign a title to a piece of the texture.

By now we could use VistaPro and in a further stage we could develop our own landscape generator that fit our needs. I think there is an open source one called KLandscape. --- 153,185 ----

### Map Editor

I was playing around with the options when I found a option that said "Save ! to ASCII Z", I click and it saved the Map info to a matrix of ASCII characters.

I have thought that it let's create a great complex world with a simply click on one button. !

I can do a ASCII Z to Arianne's own format convert so that we can make Maps of up to 2050*2050 m^2. !
To do the Maps, vistapro loads a PCX file and converts the pixel value to height value. !

How can we make this work with Arianne? !
Well it´s easy. Two kind of solutions.

• ! Each point is a flat polygon that represent a square meter. This option ! makes the landscape look very computer generated as there are only boxs.
• ! Every four points define a polygon This way will looks very similar to the VistaPro view.