A few questions KaVir:
Unless I am misreading this, isn't a grid-based system the same as a coordinate-based system? Basically, where each "square" (in the grid) or point in space (coordinate) in the system is a location that objects can be "at" or "in"?
If you use a coordinate system for the WHOLE world, how do you handle spaces where objects "can't" be ... like walls and empty spaces? Do you use a sparce array and check if anything "exists" there before something can be there?
Do you use one "grid" or array for the whole world? Or do you use different ones to create different zones? I was thinking this might make it easier to control loading and memory. If you use one array (or whatever), how did you decide what would be the center of the grid? Did you create a map first to do that?
Thanks for the ideas. I've been trying to answer these (and a few other questions) myself as I design my own movement/location system for my game.
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