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The internals of AoE II are quite interesting, especially when it comes to how the terrain is rendered. There is an epic thread here [1] where it's discussed a
by captainmuon 12y ago
The internals of AoE II are quite interesting, especially when it comes to how the terrain is rendered. There is an epic thread here [1] where it's discussed a bit and one of the original developers (Matt Prichard alias MattP) chimes in and talks a bit about AoE II's development.
Trying to clone AoE II seems like a pretty cool and challenging project, and actually if I was going to write a game with 2D isometric graphics, I might steal some tricks from AoE.
[1] http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=3,40110,0,30 http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action...
- thejj 12y agoTerrain blending theory: https://github.com/SFTtech/openage/blob/b7af79f1d5bfcc9869353a73577bfe68193a2a10/doc/media/blendomatic.md https://github.com/SFTtech/openage/blob/b7af79f1d5bfcc986935... Terrain blending implementation: https://github.com/SFTtech/openage/blob/b7af79f1d5bfcc9869353a73577bfe68193a2a10/cpp/terrain.cpp#L380 https://github.com/SFTtech/openage/blob/b7af79f1d5bfcc986935... I think we got the perfectly matching algorithm, we even get the same blending bugs with snow :D
- captainmuon 12y agoCool! How do you draw heights? I always wondered whether the ground texture was really texture-mapped, or whether it was just drawn flat and then shades were drawn over it.