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Tile engine : ウィキペディア英語版
Tile engine

A tile engine is a computer graphics technique which generates a larger graphic from re-using a number of smaller graphics to save RAM and increase real-time rendering performance.
==Basic tile map history==
In the early days of video game development, proper RAM economy was a must for a successful game engine, much more so than it is today. One of the largest problems, graphics rendering performance, came down to the amount of RAM dedicated to storing graphics for the game worlds and characters, and fetching these graphics and displaying them on screen in as rapid and smooth a way as possible. An early hack which not only stored larger game worlds in less RAM, but also made use of fewer, smaller sized pieces of graphics rather than the full scale overall image was the tile map, a technique taking the stance that if you are rendering a grassy field, chances are most of that field is going to look the same anyway, hence the smart approach would be to re-use one small graphic over and over to shape the grassy field. This approach became widely used in specific game genres such as platformers and role-playing video games, and reached its peak during the 8-bit and 16-bit eras of consoles, with games such as Mega Man (NES), The Legend of Zelda: A Link to the Past (SNES) and Shining Force (Mega Drive) being prime examples of tile-based games, producing a highly recognizable look and feel.
The tile-map model was introduced by the Namco Galaxian arcade system board in 1979. The most common tile size used in video games was 8×8 pixels. A tilemap consisting of 8×8 tiles required 64 times less memory and processing time than a non-tiled framebuffer.〔http://books.google.co.uk/books?id=oK3D4i5ldKgC&pg=PA173〕

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Tile engine」の詳細全文を読む



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