These are chat archives for ZaneDubya/UltimaXNA

3rd
Apr 2016
Marcelo Paez
@paezao
Apr 03 2016 10:48
are you sure art.mul is RLE? it doesnt seem like so by looking at the code
Aleksandr Denisov
@alerdenisov
Apr 03 2016 15:32
Yes it is :)
as I'm understanding RLE lookups is something about it
Jeff Boulanger
@jeffboulanger
Apr 03 2016 17:43
Yes 100% sure it's RLE
Marcelo Paez
@paezao
Apr 03 2016 18:43
the static might be RLE
but land tiles arent
I made it work finally lol
gonna try to render a map now
Jeff Boulanger
@jeffboulanger
Apr 03 2016 19:59
ah ya sorrt land tiles are not
use texmaps for land tiles tho
if you can
Marcelo Paez
@paezao
Apr 03 2016 20:32
why?
I managed to load those too yea
Jeff Boulanger
@jeffboulanger
Apr 03 2016 21:58
well textures are 1 to 1 mapped to quads, land tiles are not, they are in a diamond shape on the texture itself
so you have to do some uv offsets to map them properly. textures also look better
art tiles are used for static land tiles
like shallow water, or manually placed tiles
land tile id from the map should be a texture
Marcelo Paez
@paezao
Apr 03 2016 23:48
hm I thought it was a land tile
from art.mul
Jeff Boulanger
@jeffboulanger
Apr 03 2016 23:49
it is
but also texmaps.mul has them
Marcelo Paez
@paezao
Apr 03 2016 23:49
the map tile?
ah yes
Jeff Boulanger
@jeffboulanger
Apr 03 2016 23:49
land tiles from the map should be drawn with texmaps
Marcelo Paez
@paezao
Apr 03 2016 23:49
you are saying it looks better if I use textures?
Jeff Boulanger
@jeffboulanger
Apr 03 2016 23:49
no
im saying this is how UO renders
Marcelo Paez
@paezao
Apr 03 2016 23:49
but they are not isometric
Jeff Boulanger
@jeffboulanger
Apr 03 2016 23:49
right your quad needs to be drawn isometric
Marcelo Paez
@paezao
Apr 03 2016 23:49
hmm
okay
had no clue
Jeff Boulanger
@jeffboulanger
Apr 03 2016 23:50
;)
rendering UO is a huge pain in the ass
even to experienced developers.
Marcelo Paez
@paezao
Apr 03 2016 23:51
should be a fun challenge
Jeff Boulanger
@jeffboulanger
Apr 03 2016 23:51
UO was not made to be rendered at 60 fps ;)
Marcelo Paez
@paezao
Apr 03 2016 23:51
how did you manage?
Jeff Boulanger
@jeffboulanger
Apr 03 2016 23:51
it was made to be rendered in GDI, and only as things changed
Marcelo Paez
@paezao
Apr 03 2016 23:51
any tips? haha
Jeff Boulanger
@jeffboulanger
Apr 03 2016 23:51
lots of optimizations
are you familiar with game development?
or is this new
Marcelo Paez
@paezao
Apr 03 2016 23:51
a bit
nothing advanced though
Jeff Boulanger
@jeffboulanger
Apr 03 2016 23:51
gotcha
Marcelo Paez
@paezao
Apr 03 2016 23:52
only thing I ever finished was a terminal snake game
Jeff Boulanger
@jeffboulanger
Apr 03 2016 23:52
basically try to allocate vertices up front, and reuse anything you can
Marcelo Paez
@paezao
Apr 03 2016 23:52
haha
but ive played around
Jeff Boulanger
@jeffboulanger
Apr 03 2016 23:52
dont try to allocate 5 vertices per tile per frame
Marcelo Paez
@paezao
Apr 03 2016 23:52
interesting
ill do it the simple way firstr
and then optimize