Article View: rec.games.programmer
Article #466Large "map" management
From: Thorsten Schiller
Date: Fri, 07 Aug 1992 01:24
Date: Fri, 07 Aug 1992 01:24
34 lines
1844 bytes
1844 bytes
Greetings. I'm thinking of writing a strategy game which should implement a rather large map (ie. preferably an arbitrary size in the excess of 10,000 x 10,000 squares). Can someone suggest an algorithm (or a source even) to efficiently manage such a beast? The matter is complicated by the fact that elevation, etc will be taken into account so I need to be able to perform line-of-sight calculations and the like. I have considered (and basically discarded) a number of internal compression schemes but discared them for various reasons ranging from performance to insufficient compression ratios. (actually, a basic runlength compression scheme seemed kinda promising, but having to decompress various chunks of data for line-of-sight calculations, etc seems to get quite expensive alarmingly quickly) I've also looked at the quadrant method, but found that unless my map turns out to be fairly homogenous I can't be certaint that I'll be able to load a significant chunk of it. So, is there a good, solid approach to managing this much data (I'd really prefer to avoid disk swaps if at all possible) at once? (personally, I have 5 megs of RAM to play with but would much prefer it ran in significantly less that this) Like they say... 90% of a good program is picking the right algorithm :) Thanks in advance for any help. Thorsten Schiller tschiller@cayley.uwaterloo.ca
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Path: arc1-ca.pugleaf.net!sparky!uunet!europa.asd.contel.com!darwin.sura.net!mips!swrinde!cs.utexas.edu!torn!watserv2.uwaterloo.ca!watmath!undergrad.math.waterloo.edu!tschille From: tschille@undergrad.math.waterloo.edu (Thorsten Schiller) Newsgroups: rec.games.programmer Subject: Large "map" management Message-ID: <BsLAKE.E7v@undergrad.math.waterloo.edu> Date: 7 Aug 92 01:24:13 GMT Organization: University of Waterloo Lines: 34