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Mail Archives: djgpp/1998/01/25/05:48:31

From: "Tom Cook" <tcook AT nexus DOT edu DOT au>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: Tile-based map question...... for use with Allegro
Date: Sat, 24 Jan 1998 21:40:58 +0930
Organization: Nexus Information Service
Lines: 27
Message-ID: <6af3sq$cob@nexus.nexus.edu.au>
References: <34bc2752 DOT 0 AT news1 DOT ibm DOT net> <34C46AA7 DOT 7574 AT dcs DOT gla DOT ac DOT uk>
NNTP-Posting-Host: nexus.nexus.edu.au
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

o_marciano AT ibm DOT net wrote:

> Im am trying to create a tile based game. I am planning on using a
> 640x480 resolution with a 1024x1024 virutual screen. I will scroll
> using the mouse. Even with the 1024x1024 virtual screen, that really
> doesnt give that much room to scroll around.
>
> Recall games such as Civ2, Warcraft, CC. This games have maps that
> are more than 3-4 times the size of the physical screen (whatever the
> resolution may be). Is there some other scrolling/virtual screen
> technique that they are using to accomplish this. Or is it possible
> that they are using a resolution lower 640x480 (it doesnt seem that
> this is the case because everything looks to clear to be using a
> resolution such as 320x200)


You could consider using a memory bitmap as a virtual screen. This would be
a sort of modified double-buffer. You simply do whatever you would normally
do on a virtual screen on the bitmap instead, and then blit the relevant
portion to your screen bitmap.

HTH!

Tom Cook


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