During long history, games were impaired by so-called "attribute buffer" approach, hence the tiles everywhere. Nowdays, that thing is obsolete, IMO, and we may in fact use more general means (like polygonal "features", in terms of Xconq). So screen polygons don't affect anything, they're eye candy while mappolygons have a lot of game-related properties, like unit speed modifier etc. I think some of that features aren't for client side either, due to possible cheating.
BTW, Vultur, how you imagine infamous Fog of War technique applied to your "bizzare map" (natural map, inf fact)?
BTW, Vultur, how you imagine infamous Fog of War technique applied to your "bizzare map" (natural map, inf fact)?
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