Path: chuka.playstation.co.uk!news From: "pal" Newsgroups: scee.yaroze.freetalk.english Subject: Re: worms Date: 20 Aug 2001 14:03:48 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 18 Message-ID: <01c12980$283ca3e0$LocalHost@pal-s-omnibook> References: <9lmsmo$hq713@www.netyaroze-europe.com> NNTP-Posting-Host: nas-cbv-6-11-21.dial.proxad.net X-Newsreader: Microsoft Internet News 4.70.1155 I have no idea how they actually did, but I've been thinking about that problem when playing Lemmings, which is similar I think. What I would do, if the landscape is too big to entirely fit in memory (and therefore supposedly tiled or something), is to have a 1bit-depth bitmap the size of the whole landscape (this one should fit in memory) that represents only whether a pixel is 'ground' or 'empty'. When displaying, this bitmap would be used as a mask. It would also be used when processing game logic. It's like the game logic uses black&white, only the display uses colour. I'd really like to make some game using that system. If anyone has other suggestions, please tell us! pal