   2D Tile Matrix idea
  I don''t know if this is original or not, but I was thinking of implementing it in my game. I want to do a tile-based game, but with smoother movement. I was thinking of splitting each tile into equal sections, and then, from a file (i.e.: I have the tileset "SmallTownExterior.bmp", I would have a file that splits the tile into 4x4 matrix containing collision detection information, with the filename like "SmallTownExterior.bmp.cld") and then check the information that was loaded for each smaller tile. I was wondering if anybody has tried this or a similiar method, or has a better idea. Thanks in advance.   /*I use DirectX 8.1 and C++ (Microsoft Visual C++ 6.0 Professional edition)*/ 
  That''s similar to how my current project handles tiles. It is an isometric, Diablo-ish hack-n-slash (see sig: Golem link) wherein each tile is represented by a 4x4 grid of subtiles. Each subtile maintains collision info for both flying and walking creatures, as well as light-blocking info, flags to mark valid locations for item placement, areas of safety/sanctuary where monsters can not spawn, etc... All of this is maintained as an array of 16 unsigned char values per tile, one byte per subtile giving 8 flags for each. Special tile functions perform the selecting and bit-masking to perform checks and set/clear flags.Lighting and rendering of tiles is performed on a subtile basis as well, to reduce the lighting artifacts that come from linear interpolation of color gradations across tiles. Each tile is drawn as a collection of 32 triangles, each subtile composed of 2 triangles, with vertex lighting info for each vertex in the tile.   GolemBlender--The Gimp--Python--Lua--SDLNethack--Crawl--ADOM--Angband--Dungeondweller