Original Post
Hello!
I''m thinking of starting to write a small game with RPG elements, something like the old game Moonstone on the Amiga. The game area will be a large bitmap put together by a bunch of texture mapped quads (going to use OpenGL for rendering). The trouble comes to sorting / occluding.
First I thought I could use a pre-fabricated z-buffer, but then I realized that the accuracy would be too poor with a large picture (say 2000*2000 pixels). Then I thought of sorting different objects such as trees, stones etc. with "hot-spots"/"zones". What do you think of this idea? When the player walks into a zone, it will activate an associated object to be rendered on top of the player so the player gets occluded by the tree or stone.
You could also use the same technique to get collision detection and entity selection etc… Good / bad?
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Sometimes a Guru meditation must be followed by a Vulcan neck grip.
Sometimes a Guru meditation must be followed by a Vulcan neck grip.