![]() ![]() I’m not sure if this has any impact or usefulness. Thus the game seems to be intelligently “guessing” where each player is going to go, and automatically and quickly rendering the scene. So each player has a different “frequency habit” list saved. This “frequency habit” is captured by the game. They are just more frequently rendered when the player plays the game. But frequently loaded objects can be loaded first, even if they aren’t always rendered. It doesn’t make sense to load every single object in the game into memory. If the player frequently travelled between towns C and E, it makes sense to preload the objects between towns C and E, so rendering them is faster. I was thinking, if this was still an issue, what if the commonly rendered objects were preloaded? Suppose there are a few towns in the game. This was why viewing volumes and fog was used, to provide a better experience for the player. I remember when cutting down the number of polygons of an object was necessary to quickly load it and render it. Based on some observations of mine on the current games (console and computer), it seems that huge scenes with many complex objects are rendered with nary a hitch. jpg, but it doesn't do that for you.Is slow loading of scene geometry still prevalent? I’m not sure. Massive shrinkage happens if you convert to. bmp file, and for large maps at large scale factors it's a very large file. ![]() And you can copy and paste rectangular regions of any size, though, which is a win for repetitive areas of dungeons.Ĥ) When you write a bitmap out, you get an actual. You're not limited to rectangles with NSEW walls, but the tool is optimized to make those very, very easy to draw. ![]() I run it with 1 gig.Ģ) The combat management support features, if you use it to during games to support combat, have a distinctly AD&D 2e feel.ģ) No drag and drop of rooms and corridors, but it has drawing primitives that I find better: you draw a diagonal slash and hit 'b' (box), and up springs the 4 walls of the room. ![]() I can add a grid overlay to the printing in short order, but the tool is mostly meant to be used on a laptop, because many of the cooler features are meant to be used in realtime, during a game.ġ) It wants a Windows machine with memory I recommend 1 gig or more. No complex colors there's basic provision for painting a floor with a few basic colors if you like, but it's optional. The text is old and doesn't hint at all the features, but the main ones are fairly simple, and many are menu driven. User-friendly beats super-powerful.īased on your relatively modest criteria, you MIGHT like Mapoids. Ideally I'd like to be dropping and dragging rooms and corridors and so on, not hand-drawing them.Ĥ) As user-friendly as possible. It needs to print the 5' square grid on the map. greyscale/BW/blueprint, not complicated colour nonsense). as it's unreliable in my area.ģ) All I really need is a quick program for putting together indoor and outdoor encounter areas, and I'd prefer them to be as printable as possible (i.e. I see stuff like Campaign Cartographer 3 (but does that even do normal maps?), Dungeon Designer 3, Dundjinni and others, and from their websites I'm unable to work out which one would be remotely best for my needs (as they all seem keen to assure me that they're "great", "powerful" and "pretty" and in full colour, but none of that is particularly what I need)ġ) Program must be downloadable. I'm looking at buying a new mapping software, as I can't find my CC2/DD2 CDs from the late '90s, but I'm not sure what my best option is. ![]()
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