From: "A. Jans-Beken" Newsgroups: comp.os.msdos.djgpp Subject: Re: allegro Date: Mon, 03 Jan 2000 23:21:39 -0800 Organization: World Access Lines: 35 Message-ID: <38719F82.AD5C5A20@wxs.nl> References: NNTP-Posting-Host: vl0914-1.dial.wxs.nl Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: reader3.wxs.nl 946937999 980061 195.121.203.146 (3 Jan 2000 22:19:59 GMT) X-Complaints-To: abuse AT wxs DOT nl NNTP-Posting-Date: 3 Jan 2000 22:19:59 GMT X-Mailer: Mozilla 4.7 [en-gb] (Win98; I) X-Accept-Language: en To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com Valkir wrote: > Well that's not exactly what I mean. > The real purpose behind this is I want to draw a square > ( it will be 20 X 20 bmp 20X20 so 400 by 400) > each bmp will have a height, a design number, if there's an object on it or > not... > so lots of calculation and drawing so I need it to be fast. > > would there be a faster way? cause I can't use only 5 fps and with all the > object, it will be like 2 or 3! Aha, it sounds like you are designing a so-called tile-based map. This is a well-known and well-documented situation. Just use your favorite search engine to find - tile based games - tile based worlds - tile based faq - pathfinding AND game I recommend the site of Amit Patel, but I lost the URL. I am working (as a study case) on a tile-based game. You may find information in these locations: http://members.xoom.com/jabe/ http://home.wxs.nl/~jansb000/ The game is far from ready, and the code is still not on my web-site, but if you want I can e-mail it to you (300kB). The part of the game where the tiles are handled is ready and you may find it interesting. Everything is in C++. The map-editor works really fast so your problem seems to be solved.