Path: chuka.playstation.co.uk!news From: sosman@terratron.com (Steven Osman) Newsgroups: scee.yaroze.freetalk.english Subject: Re: worms Date: Thu, 30 Aug 2001 04:56:12 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 42 Message-ID: <3b8fc6dc.45359793@www.netyaroze-europe.com> References: <9lmsmo$hq713@www.netyaroze-europe.com> <9m0co3$b2i4@www.netyaroze-europe.com> NNTP-Posting-Host: dsl092-099-074.nyc2.dsl.speakeasy.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent 1.5/32.452 I'm sure it's not done this way, but you could also use some type of run-length encoding, too.... Set up the rectangles that are "all full of landscape" or "all air" instead of a bitmap. (just one of the two sets will suffice, of course. If a point isn't in one of the "air" rectangles, then there's land there). Steven On Wed, 22 Aug 2001 14:37:10 +0100, "Max" wrote: >The landscapes could also be produced mathematically. I.e. the programmers >could have used a multitude of algorithms that would form an outline around >which the landscape would be filled in. Its only an idea??? > >Max > >Nigel Critten wrote in message >news:9lmsmo$hq713@www.netyaroze-europe.com... >> Hi, >> >> Does anyone know how Team 17 are doing the landscape in Worms, and all its >> sequels. >> >> I imagine its a large bitmap which they can blow holes in etc and use a >> pixel test of some kind to see if there is landscape beneath the worms >feet >> (stomachs). >> >> The only thing is some of the landscapes are huge, I wouldn't have thought >> it practical or possible to hold it all in memory at once. >> >> And the Landscape generation works really well... anyway that has nothing >to >> do with my project but I just got the Playstation version and started to >> think... Can't enjoy games anymore always thinking how they were created >:) >> >> Nigel >> >> >