you can limit the number of combinations in the map creation algorithm, and in the settings allowed in your editor.
I remember the tilesets of Civ3, it contained an incredible amound of tiles, and it still supported only limited combinations.
when you put a green on coast, a thin border of desert was inserted. the green tile was a green-to-desert, and the coast was desert-to-coast. there wasn't a desert-tile in between, just the transition green-coast was solved with green-(desert)-coast.
you don't need a bunch of Ifs for that:
each tile can has 8 neighbors.
Imageine you have 4 different tiles, you can encode this in 2 bit.
this means 16bit to encode all possible combinations of 8 neighbors of 4 kinds.
yes this is much, but you can cut it down, e.g. by only using the 4 direct neighbors of a tile and by allowing only some neighbor combinations, like the example above.
as another solution, some designers limit the number of combinations down by placing the transition in the middle of the tile.
this is a different approach and rather useful for AOE-style games than for CIV-style games.
the Source of C-Evo and a really detailed description of the Map format is also avaliable for download, if you want to dig yourself thru.
brgds
Kaeru
Posted 23-Aug-08 14:03 by Kaeru
