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These look really nice, good strategy. However, does this not get memory-heavy
when you have a large number of buildings?
Your posts on this topic have inspired me to go back to a city builder I started
on a couple of years ago - I started with SDL macros but it got too slow and
difficult to maintain, so I'm spending most of my time in C++ at the moment,
making .pov and .inc files from a command line tool. Each of my buildings is a
self-contained mesh2.
Most of my effort so far has been in reading svg files for street maps, and
splitting blocks up to make arbitrary polyonal buildings. Currently I'm spending
a lot of time trying to get random variation in buildings while still retaining
a recognisable style. I'm getting there. I shall post some results at some point
:)
Bill
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