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Map File Format

Paul Barba
2009-04-16
2013-04-18
  • Paul Barba

    Paul Barba - 2009-04-16

    Symphonic recommended the following as a file format for the maps. If you've got any comments/recommendations, this is the thread for it.

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    Re: Blog 03/30/09: The Blind Mapmaker's Guild
    « Reply #46 on: April 14, 2009, 09:47:09 AM »
        Reply with quoteQuote
    Not to belabor the point, I think Squidi is saying that if the project is commercializable as-is then we're doing it wrong - I agree. And; I agree that any procedural generation system with merit will have great commercial value once it is ported to a real game, but we shouldn't be worrying about that anyway.

    I am all behind GPL as a license for the code and CC-NC-SA for art.

    Implementation Thoughts:
    To begin with I think per-tile collisions (ie passable/not-passable) is fine.

    I propose a file format along these lines:

    struct BlindMapmakersFile
    {
      int VersionNumber; // this is Version 1
      struct V1HeaderStruct
      {
        int xSize;
        int ySize;
      } Header;
      struct V1TileDictionary
      {
        int NumTiles;
        char TileNames[NumTiles][256]; // null-terminated strings
      } TileDictionary;
      struct V1MapData
      {
        struct V1MapCell
        {
          int Depth; // how many tiles are stacked in this cell (could be a char, how many cells are going to have depth > 255?)
          unsigned int Flags; // properties of the cell, passable? wet? on fire? I dunno...
          int Tiles[Depth]; // each tile is an offset into TileDictionary.TileNames
        } Cells[Header.xSize * Header.ySize];
      } Map;
    };

     
    • Paul Barba

      Paul Barba - 2009-04-26

      Ignore this and use the other Map File Format thread, I copied this over wrong

       

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