GSoC Limited play area: Difference between revisions
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New page: == Limited play area == Current spring map formats have an harcoded rectangle geometry, also they provide very limited support for defining aestetics of the surrounding environment outsid... |
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= Limited play area = | |||
Current spring map formats have | == Why == | ||
so the mappers can define which part of the map is designed for gameplay and which for the looks | |||
== Background == | |||
Current spring map formats have a harcoded rectangle geometry. They also provide very limited support for defining aesthetics of the surrounding environment outside the play area.<br/> | |||
The new system should allow the map to restrict the playable area to a subset of the global area, possibly adding support for multiple shapes and/or non rectangular shape restrictions.<br/> | The new system should allow the map to restrict the playable area to a subset of the global area, possibly adding support for multiple shapes and/or non rectangular shape restrictions.<br/> | ||
The restriction shapes should be readable and changeable mid-game trough the engine's Lua API. Proper handling of units which are suddenly off-map needs to be implemented.<br/> | The restriction shapes should be readable and changeable mid-game trough the engine's Lua API. Proper handling of units which are suddenly off-map needs to be implemented.<br/> | ||
== Required skills == | |||
* grep | |||
* C++ and Lua/C api | |||
[http://www.example.com FORUMLINK] | |||
Revision as of 21:00, 11 March 2010
Limited play area
Why
so the mappers can define which part of the map is designed for gameplay and which for the looks
Background
Current spring map formats have a harcoded rectangle geometry. They also provide very limited support for defining aesthetics of the surrounding environment outside the play area.
The new system should allow the map to restrict the playable area to a subset of the global area, possibly adding support for multiple shapes and/or non rectangular shape restrictions.
The restriction shapes should be readable and changeable mid-game trough the engine's Lua API. Proper handling of units which are suddenly off-map needs to be implemented.
Required skills
- grep
- C++ and Lua/C api