taskRole Playing Game Engine - Tasks: task #8058, 0.0.2:Create Tilegrid/Map API and...


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task #8058: 0.0.2:Create Tilegrid/Map API and file formats, implement image GC.

Submitted by:  Remco Bras <rvbras>
Submitted on:  Sun Apr 20 19:23:37 2008  
Should Start On: Sat Apr 19 22:00:00 2008Should be Finished on: Sat Apr 19 22:00:00 2008
Category: C CorePriority: 5 - Normal
Status: PostponedPrivacy: Public
Percent Complete: 30%Assigned to: Remco Bras <rvbras>
Open/Closed: OpenEffort: 0.00

Mon May 19 17:21:52 2008, comment #2:

There's still no tilegrid/map API, but the image GC is done and the primitives needed are largely complete.

Remco Bras <rvbras>
Project AdministratorIn charge of this item.
Thu May 15 09:09:27 2008, comment #1:

Minor update: By guesstimate the status of this is 'roughly 30% complete'.

Insofar as dynamic loading of tilegrids and things like that are concerned, I wonder if offering specific strategies of preloading should be done at all. Doing so has its advantages, but should probably be both optional and scheme-level.

Since preloading is trading memory for some more speed, it may be useless on machines with low amounts of physical memory.

Remco Bras <rvbras>
Project AdministratorIn charge of this item.
Sun Apr 20 19:23:37 2008, original submission:

We need a way to deal with 'maps', 'areas' or any other concept that basically comes down to having different portions of games with their own tilegrids and tiles, mobs etc on those.

First, the C core needs a concept of multiple tilegrids.

Second, the Scheme system needs a way to manage these, preferably also using 'tile types' and knowing which images are used exactly what amount of times on what tilegrids. This ties into the GC system for images and needs quite a bit of overhaul in the tilegrid system to work. However, it's a feature we quite desperately need to add one way or the other. Personally, I'd prefer the GC-related stuff being in the C core ONLY, which requires that tiletypes do not, under ANY circumstance, optimize by preloading images. Currently, that is done and the C core isolates itself against being forced to divulge its image indices.

Third, with this done, a Scheme system needs a concept of a 'world', which is a combination of tilegrids linking to each other, such that it also knows when to load or unload which tilegrids, populate them with mobs and so on.

On the tilegrid management side, I have a prototype lying around, which is just something I threw together in Scheme. It still needs proper management of the different grids and proper per-grid GC'ing.

Remco Bras <rvbras>
Project AdministratorIn charge of this item.


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    Follow 5 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Tue Aug 26 17:06:00 2008rvbrasSummaryCreate Tilegrid/Map API and file formats, implement image GC.=>0.0.2:Create Tilegrid/Map API and file formats, implement image GC.
    Mon May 19 17:21:52 2008rvbrasStatusIn Progress=>Postponed
    Thu May 15 09:09:27 2008rvbrasCategoryNone=>C Core
      StatusNone=>In Progress
      Percent Complete0%=>30%

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