Path: utzoo!utgpu!cs.utexas.edu!usc!rpi!clarkson!grape.ecs.clarkson.edu!towfiq From: towfiq@FTP.COM (Mark Towfiq) Newsgroups: alt.sources.wanted Subject: Re: Programming a Mah-Jongg type game Message-ID: Date: 21 May 91 17:19:10 GMT References: <556@ceco.ceco.com> Sender: usenet@grape.ecs.clarkson.edu Reply-To: towfiq@FTP.COM Followup-To: alt.sources.wanted Organization: FTP Software, Inc., Wakefield, MA Lines: 31 In-Reply-To: sung@ceco.ceco.com's message of 17 May 91 16:33:01 GMT >>>>> On 17 May 91 16:33:01 GMT, sung@ceco.ceco.com (Sung Han) said: Sung> The problem is that since the tiles are stacked several levels Sung> high, and seen from an angle, they can overlap each other in Sung> weird ways - and I'm hard pressed to figure out which tiles to Sung> redraw and in what manner. At first I had thought that this Sung> would be a pretty simple problem, but it's turning out to be Sung> more difficult than I had imagined. If I understand your question correctly, I think there is an easy way to do this, yes. The key is realizing that you don't need to do a full perspective-type schema. It is fine to just assume that every tile obscures the view of other tiles in the exact same way. So, let's say that the point of view of the viewer is down and to the left of the board, and there is a light source behind the viewer. So, if you remove a tile, it will reveal the tile underneath it, as well as the tile above it (or the tile underneath THAT), and the tile to its right (or the tile underneath THAT). I can't draw what I mean to you, but my basic point (unless *I'm* missing something) is that each removal of a tile reveals the exact same space, no matter where it is located, and thus you just have to redraw a certain region around the tile. Hope this helps, Mark -- Mark Towfiq, FTP Software, Inc. towfiq@FTP.COM Work No.: +1 617 246 0900 Home No.: +1 617 488 2818 "The Earth is but One Country, and Mankind its Citizens" -- Baha'u'llah