PorkyThePaladin
Arcane
- Joined
- Dec 17, 2013
- Messages
- 5,188
So if you are developing a 2D engine (whether isometric or top-down), it seems like most agree that tile-based is a good approach for the graphics. You can easily re-use some number of tiles to generate all kinds of terrain and other stuff. I kind of want to try it out.
However, my concern is about using tiles in the game logic itself. Seems like many people suggest using it in both places (graphics layer and game logic layer), since you can use tiles for pathfinding, collision detection and so on. But to me, seems like there would be a lot of issues with that approach as well, like for example if you use continuous movement (e.g. realistic) vs tile hopping movement (e.g. roguelikes), or your characters being smaller than tiles and that affecting collision detection and positioning. I am more used to just having a continuous coordinate grid for the logic layer with exact coordinates.
So I was wondering if you guys know of good discussions about this, the pro's and con's of these two approaches, and people going in-depth into them. Appreciate any links.
However, my concern is about using tiles in the game logic itself. Seems like many people suggest using it in both places (graphics layer and game logic layer), since you can use tiles for pathfinding, collision detection and so on. But to me, seems like there would be a lot of issues with that approach as well, like for example if you use continuous movement (e.g. realistic) vs tile hopping movement (e.g. roguelikes), or your characters being smaller than tiles and that affecting collision detection and positioning. I am more used to just having a continuous coordinate grid for the logic layer with exact coordinates.
So I was wondering if you guys know of good discussions about this, the pro's and con's of these two approaches, and people going in-depth into them. Appreciate any links.