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Technical Restrictions
Verfasst: Sa 10.05.2003, 17:53
von TheEvilForce
So as programmer i would suggest to think about technical restrictions. Of course the complexity should be very high. But we have to think how to manage the amount of data. Especially map data should be a topic to talk about. So we gonna think about how many provinces are to be displayed. For example Europa Universalis consists of a few thousand of provinces and sea regions.
The only restriction is would make is 16.581.375 countries. The reason is the type of programming. If a user uses his mouse to click on a province you will only get a xpos and a ypos. So with a masked thats not displayed, you could generate a color key in RGB for this pixel. So if the mask contains RGB(0.130.132) which goes for green (with blue

) you could see that the province has this RGB-Code. So you only need a database containing the names of the provinces, their id and their RGB-Code in the mask. This would be how most commercial games handle these. I don't know if EU works this style, but i assume it to do so...
Re: Technical Restrictions
Verfasst: Sa 10.05.2003, 18:12
von Wilhelm von Preußen
Originally posted by TheEvilForce
So as programmer i would suggest to think about technical restrictions. Of course the complexity should be very high. But we have to think how to manage the amount of data. Especially map data should be a topic to talk about. So we gonna think about how many provinces are to be displayed. For example Europa Universalis consists of a few thousand of provinces and sea regions.
The only restriction is would make is 16.581.375 countries. The reason is the type of programming. If a user uses his mouse to click on a province you will only get a xpos and a ypos. So with a masked thats not displayed, you could generate a color key in RGB for this pixel. So if the mask contains RGB(0.130.132) which goes for green (with blue
) you could see that the province has this RGB-Code. So you only need a database containing the names of the provinces, their id and their RGB-Code in the mask. This would be how most commercial games handle these. I don't know if EU works this style, but i assume it to do so...
Sure thats an easy way to determine the provinces. But theres another way to determine borders with the "ecaclty pixel collision determation" (in deutsch pixelgenaue Kollisionserkennung). With that technique you can determine even complicated borders and so we will be able to set up wonderfull maps with nearly realistic borders and nice provinces. If we will go the province color way, the map will have to look for a boardgame.
btw i have to learn that technique a bit more...
Verfasst: Sa 10.05.2003, 18:16
von Wilhelm von Preußen
amount of provinces, i dont think we will get much more than HoI. The more problem is the amount of the "sub-provinces/districts". More or less there are 2-6 districts for every province...
Re: Re: Technical Restrictions
Verfasst: Sa 10.05.2003, 19:04
von TheEvilForce
Originally posted by Ronaldo
Sure thats an easy way to determine the provinces. But theres another way to determine borders with the "ecaclty pixel collision determation" (in deutsch pixelgenaue Kollisionserkennung). With that technique you can determine even complicated borders and so we will be able to set up wonderfull maps with nearly realistic borders and nice provinces. If we will go the province color way, the map will have to look for a boardgame.
btw i have to learn that technique a bit more...
With my technique you can get a exactly pixel collision determination cause you are working with RGB-Code.
Let me explain. You have a map you are showing with provinces. Now you make a mask with the same provinces and borders. You give every province a RGB-Code and paint your province with this color. So if a user clicks on a pixel in your map that is showed you can look in your mask which province it is because of the RGB-Code. So you are able to create maps with realistic borders. If you want an example in C++ and DirectX i can give you one.
Re: Re: Re: Technical Restrictions
Verfasst: Sa 10.05.2003, 20:24
von Wilhelm von Preußen
Originally posted by TheEvilForce
With my technique you can get a exactly pixel collision determination cause you are working with RGB-Code.
Let me explain. You have a map you are showing with provinces. Now you make a mask with the same provinces and borders. You give every province a RGB-Code and paint your province with this color. So if a user clicks on a pixel in your map that is showed you can look in your mask which province it is because of the RGB-Code. So you are able to create maps with realistic borders. If you want an example in C++ and DirectX i can give you one.
holy.... now i understand, that sounds very good and much easier than my method!
btw wir sollten vielleicht noch n extra forum nur für die programmer aufmachen, zum code austauschen und für sowas hier....
Verfasst: Sa 10.05.2003, 23:16
von TheEvilForce
That would be good. I think i am gonna present mathematics for 3d-programming in the following weeks...