Original Post
Hello everyone... I'm creating a 2d game at the moment (more like thinking about creating it).. Think Worms or even better: Liero.. I'm using Direct3d for this, but I want to be able to add OGL support later on.. Now, a map will have a foreground, a background, and it'll also have different materials (some map pieces will be easy to destroy, other harder, other impossible and so on).. So, how would I store this? The map could be rather big (say 8192x8192 pixels), so I would preferr to split it into several textures.. So that leads me to create the map as a grid system.. Anyway.. How would you go about handling destructable terrain in a case like this? * I have to store all materials somehow.. * Parts of the foreground may be blown away, but there can be additions to it as well So.. Should I just keep the background unmodified, draw it first, then draw the foreground over it, and just make the foreground a dynamic surface/texture with transparency in it, and lock/modify/unlock each time something happends? Any comments and/or directions appreciated..