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Java and Isometric Engines

Started by JGoblin 4 replies 250+ views
Original Post
JGoblin
JGoblin
greetz everyone. My english is not the best (after 8 years of english lessons in school hehe) For my A Level exam of the higher technical college I attend , I am programming a Online Game with an straight overhead map structure, or at least I try So the fact is we are a team of three people and we use Java as the programming language of Client and Server. The map will be stored in a table of a mySql DB. That''s because we think that our online world might be huge and so the file for the map data has about 2GB. Is there an other way to store a HUGE map (let''s say a few 1000 tiles wide 20000x20000) ?? Only tiles needed by the server are loaded from the DB , so we don''t have to worry about to much RAM usage. Further I don''t think we''ll have 256 types of terrain, so using a whole byte for one tile looks like waste. But otherwise there will be some computing ( like bitshift..). What do you think?? So long JGoblin
JGoblin
JGoblin
oh thx - maybe i try it this way !

So here the system i use now :
- Topology Map stores the type of terrain of each tile
- object map describes where buildings stand and where objects are

now the two maps are overlayed ...
better suggestions??
Exellon2000
Exellon2000
Remember, quadtrees are your friend
[small]:P I'll lick it if you lick it first :P[small]
kcigam
kcigam
how exactly do you use a quadtree for an isometric engine?
kcigam
kcigam
I''m working on a isometric java engine too and the overlayed system works pretty well, but if you''re looking for an alternative, maybe you can make the whole thing out of one array that''s made of objects called, let''s say, Cells.
In a Cell object, there is a Tile object (or int, if your topology map only has a tile identifier) and an object list/queue/stack/Vector for storing the different objects located at that Cell, like characters, buildings, NPC''s, etc... (although i strongly recommend staying away from the Vector class, because the object list will change often and Vector is slow with all the dynamic memory allocation).

Personally, i don''t see why you would not want to use two arrays, except maybe to lower the number of arrays you would need to pass to methods that manipulate the map.
JGoblin
JGoblin
I don''t use trees , i use arrays ,so ..
How much fps do u get with your engine
I have a demo with 2 Tiletypes and i get up to 550fps on my machine (800 Athlon, 128MB RAM)

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