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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Importing tilesets, how is it done?
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medieval
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« on: June 08, 2008, 10:26:15 AM »

Since I am kinda building the greatest and best game in the world (ehem) having little to no programming experience/knowledge to do it with, some questions occasionally pop up.

So I was wondering, what is a good way to import tilesets in parts into my game?

Oh, and apart from being unexperienced, I quite get the idea that I'm not really smart or even stupid when it comes to programming.

But I could be wrong.
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ravuya
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« Reply #1 on: June 08, 2008, 10:37:02 AM »

It depends on what API you're using, but I'd assume you'd just take the sprite sheet and use source/destination blitting (or texture coordinates) to choose what part of the sprite sheet you're going to draw with.
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MekanikDestructiwKommando
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« Reply #2 on: June 09, 2008, 04:16:11 PM »

Oy, what's blitting?
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« Reply #3 on: June 09, 2008, 04:52:52 PM »

Oy, what's blitting?

"Bit Block Transfer" or "Block Bit Transfer" depending on who you ask, or "painting large bits of bitmap data all at the same time without going through each pixel individually and working out what to do with it".

Wikipedia has pictures:
http://en.wikipedia.org/wiki/Blitting



These days, it's usually taken to just mean "painting a sprite onto another graphics surface", regardless of how that's actually done.
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