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TIGSource ForumsDeveloperDesignDifferent ways to do wall tiles
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Author Topic: Different ways to do wall tiles  (Read 6391 times)
gimymblert
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« Reply #20 on: April 22, 2010, 08:23:04 AM »

I wonder how people can read stuff on this ultima projection, it looks crazy difficult. Everything has to be rendered surely.

Fixed  Noir

Regarding path finding maybe we can just reduce the number of node for the algorythm, i mean convex space are always a straight line, pathfinding only occur when tile join two branching convex area, by single out these chokepoint you have much less to worry on.
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Mikademus
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« Reply #21 on: April 22, 2010, 04:35:37 PM »

I wonder how people can draw stuff for this ultima projection, it looks crazy difficult. Everything has to be rendered surely.

Dead simple, really. Everything is base-plane aligned to the pure X and Y, and if you check the screenie above you see that all angles are at Y=2X. So it is really a very conveniently defined artistic space to work in. Rooftops are among the only difficult things, but you just calculate the angle you need and draw some lines and everything will unfold nice and simple.
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