> Today's question: Should I use a G-World? > > The reason I'm thinking of a gworld is so I don't have to use up so much > time redrawing all these cells. I'm thinking if I make the whole thing a > G-world, then as the user scrolls around, I can just let different parts > of the g-world "show" in the window. > > Is this how they can work? Be gentle, the only place I have ever > experienced gworlds is by reading this list. > > Here is how I see it: > > Redraw the cells in the gworld if the user changes the size of one of them. > > Move the "visible" part of the gworld based on any scrolling the user > does. My first idea was to redraw for each scroll event, but I quickly > figured that's a heck of a lot of redrawing. A while ago, I wanted to allow the user to view any part of a large (5400 x 3600) pixel map. It was very easy to generate a gWorld of this size (providing I used 8-bit colour), and then whack the viewable area over to the screen. Using the numeric pad keys to control the scroll in 8 directions, even on a slowish machine (7300/132) and moving ALL the onscreen (1152 x 870) area across, you can get the map to scroll so fast you have to slow it down to make it usable. Just make the scroll something like 50 pixels at a time, and if that's too fast, change the scroll value to 25 or 20. All I would suggest is that you check the memory available carefully, to make sure you've got enough for your gWorld. The rest is pretty easy - just react to a dialog event and move the co-ordinates you want on the gWorld. The real pig in my program was scaling, but this shouldn't worry you too much. Download the "Base Program" from my web site at : http://www.hawk.ndirect.co.uk To get a full working program with gWorlds. But be quick - the site'll go off line very shortly as I move ISPs. HTH, Phil.