   what is the siginficance of tile size?
  What was and is the significance of specific tile sizes such as 32x32 or 64x32? What are the advanatges of using them instead of using an iso tile that is 150x75?  
    My game, Golem (www.angelfire.com/rpg2/vertexnormal) uses tile sizes of 128x64.  The reason for this is that ultimately, each tile is stored as an OpenGL texture. Textures are generally required to be dimensioned in powers of 2 for storage in video memory, and I decided that 128x64 was the most economical size. 256x128 was too big, and 64x32 was way too small.  I don''t know about every one else.  Hope this helpsJoshvertexnormal AT email DOT comwww.angelfire.com/rpg2/vertexnormal;  The larger the tile, the fewer calls you need to make to fill the scene.  I don''t know how much effect that would have on framerate.  I would guess not very much.Smaller tiles might be better for scene composition, variety, and detailing. ;  My tiles are all simple png files with transparency that I have drawn my self. I guess that specific tile size is not an issue in my case. ;  If you are using something like direct draw it won''t make much difference.  If you are using direct3D then it is important to know that graphics cards store textures in powers of two. ;  I am using tiles just for the iso perspective. The tile does not have any translations done on to it. It's actually a regular png with a tile drawn on it and transparency set. I am not using Direct3D or Direct Draw since I am writting the game in Java. My images are hardware accelerated though. I am still uncertain wether tile size would matter in my situation.   [edited by - wolfbane on July 22, 2003 2:54:28 PM];  Some games use very small tiles (SimCity, Theme Hospital, etc.) because they try to capture a more macro view, so terrain and such need to be rather small. Other games use much larger tiles (Age of Kings, um... plenty of others), especially games where the user won''t see the underlying "grid". ;quote:Original post by wolfbane  What was and is the significance of specific tile sizes such as 32x32 or 64x32? What are the advanatges of using them instead of using an iso tile that is 150x75?    The advantage harks back to slower computer days generally. By Bit shifting left and right you can do multiples and divisions of two *very* quickly, and so tiles and things were in powers of 2, 8, 16, 32, 64, 128.I''m guessing thats the same reason graphics cards prefer power-of-two textures. ;  My (limited) experience has shown that large tiles are drawn slower by DirectX. While small tiles are drawn faster there is obviously more processing required.I decided on a 64*32 tile as most efficient for my game.;  If smaller tiles are drawn faster & require less storage whywould one use large tiles? 