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Map Wrap

Discussion in 'General Discussion' started by FinDude, Jun 27, 2011.

  1. FinDude

    FinDude KAG Guard Tester

    Messages:
    123
    Both Cortex Command and LieroX employ a much higher resolution in the terrain.
    I think that what KAG has now could easily hide the seam, provided that entities transitioning over it can be done properly.
     
  2. Mechanoid

    Mechanoid Guest

    One big problem with wrap-around maps is that if you don't code for it, every time you use a distance-check you can end up getting an incorrect value; you're checking distance, and you get the entire length of the map instead of the distance that goes over the map edge. Cortex command had this problem.

    But still, it would be incredible to encounter an obstacle on the left, and simply move right to get around it that way.
     
  3. Shadlington

    Shadlington THD Team THD Team Administrator Global Moderator

    Messages:
    1,562
    I would have thought it would be reasonably straightforward to code around that?
     
  4. MM

    MM THD Team THD Team Administrator Global Moderator

    Messages:
    327
    I guess distance function would need to be calculated twice and the smaller result should be returned.
     
  5. bilbs

    bilbs Guest

    Even though MM himself said it's unlikely, I still really hope to see this in the future :)

    The game modes resulting from it could be phenomenal.
    You could make a building map that is essentially a world. Huge and "never ending" and people could come populate it.
     
  6. FinDude

    FinDude KAG Guard Tester

    Messages:
    123
    The logic to determining if the distance check should be done with wrap would be abs(x1-x2) > map_width/2

    I imagine that the biggest trouble is rendering the seam cleanly (efficiently) and transitioning entities over it.
    It must be a pain when your entities are physics-based objects, as in Cortex Command's case.
    Curse those real numbers.

    But yeah. I can see if there's disproportionate amount of work required to make this happen,
    better spent on actual game to be played on the map in the first place.