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List: kde-games-devel
Subject: Re: [Kde-games-devel] kdegames maintainer list update
From: Matthew Woehlke <mw_triad () users ! sourceforge ! net>
Date: 2008-12-08 17:38:25
Message-ID: ghjm2h$lka$1 () ger ! gmane ! org
[Download RAW message or body]
Eugene Trounev wrote:
>> That only works if you want the insides of solid blocks to look the same
>> as the intersection of two lines, which is more limiting than supporting
>> all combinations (of which there are 46, if I counted right*).
> what do you mean here? As far as I know games of this type group elements by
> common attribute, which usually is color. As far as the colors are concerned
> there is no need for that many sprites.
You system (in the previous mail) assumes that
#
###
#
and
###
###
###
...have the exact same graphic in the middle.
You might be able to cut down on that number if you assume that the
bottom-left corner of the center tile in
###
###
##
and
#
###
#
...is the same. Otherwise... there are 47 (note: 47, not 46; was off by
one in earlier counting) possible tile combinations, and that's assuming
that the center tile in
#
#
and
##
#
# #
...is the same. If /that/ assumption isn't true either, then there are 256.
I've *done* this sort of graphics before. I'm not just making these
numbers up. The only way to get less than 47 (and that's /per color/) is
to add assumptions.
Don't get me wrong; I'm not strongly opposed to /doing that/ (especially
since for KSame adding assumptions is probably a lot less detrimental
than it would be in some other situations). I'm just trying to point out
the inherent assumptions in the systems being proposed.
--
Matthew
Please do not quote my e-mail address unobfuscated in message bodies.
--
"Do you do windows as well?"
"Only when I'm forced to deal with Microsoft..."
-- from a story by Feech
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