S
Snayff
Guest
Morning all,
Having read around I understand, like most things, there are more than a few ways to handle the underlying design of platformer. The main ones I have seen mentioned are grid and tile based, with two other prominent ones being bitmask and vectorial. There is a great article in the stickied post about design articles which talks about these but I would like to know how people have found implementing these.
Which approach did you choose and why? What were the advantages or disadvantages of that approach? Are there additional layers of complexity to that method?
Hopefully this is more of a discussion than a exposition of the objective best - though if there is an objective best it'll make life easier (and be a first!)
-Snayff
Having read around I understand, like most things, there are more than a few ways to handle the underlying design of platformer. The main ones I have seen mentioned are grid and tile based, with two other prominent ones being bitmask and vectorial. There is a great article in the stickied post about design articles which talks about these but I would like to know how people have found implementing these.
Which approach did you choose and why? What were the advantages or disadvantages of that approach? Are there additional layers of complexity to that method?
Hopefully this is more of a discussion than a exposition of the objective best - though if there is an objective best it'll make life easier (and be a first!)
-Snayff