|
Post by eyfenna on Jul 3, 2017 23:42:29 GMT -6
not abandoned. i am currently learning game programming from the books.
|
|
|
Post by eyfenna on Jul 8, 2017 6:13:54 GMT -6
currently:
- finding out how i can do an unlimited haxagonal grid that lays on the surface of a sphere.
|
|
|
Post by n00b on Jul 8, 2017 9:27:32 GMT -6
That will be a cool effect. Is it for the game map.
|
|
|
Post by eyfenna on Jul 8, 2017 10:35:56 GMT -6
That will be a cool effect. Is it for the game map. currently i am limited to 20×20 maps - although 400 fields seems big it lacks certain attributes - and being able to go larger is a step towards a planetary and a solar system map. besides take a look at the snes final fantasy 4 map .... when square can do such a thing it is nothing impossible.
|
|
|
Post by n00b on Jul 8, 2017 15:12:49 GMT -6
It is definitely possible. My only suggestion on this is to try to minimize the amount of times you call graphics primitives like line or box during time critical moments. This will give your game a huge speed boost.
|
|
|
Post by eyfenna on Jul 9, 2017 5:21:01 GMT -6
It is definitely possible. My only suggestion on this is to try to minimize the amount of times you call graphics primitives like line or box during time critical moments. This will give your game a huge speed boost. i would rather need graphic primitives for things like particle effects (explosions, smoke, dust, rain, lightning) does the sdl offer vertex arrays? according to a book about shaders that are primitives in numbers calculated by/on the gtaphic card.
|
|
|
Post by n00b on Jul 9, 2017 22:52:38 GMT -6
These are features available in the API's that SDL is built on top of, but SDL does not expose them. I may be able to expose this feature in some form eventually, but it is definitely further down the line.
|
|
|
Post by eyfenna on Jul 10, 2017 4:19:29 GMT -6
good to know, will experiment with particle and effect pictures for the moment then. most likely the same effects can be achieved with spritesheets and drawing a 1×1 px blit repeatatly.
|
|
|
Post by eyfenna on Jul 10, 2017 7:12:02 GMT -6
It is definitely possible. My only suggestion on this is to try to minimize the amount of times you call graphics primitives like line or box during time critical moments. This will give your game a huge speed boost. add pset() to the list and rgb() ... experimented with both for minimap drawing, even filling a decent array of 300×300 px with color data is dragging down the speed.
|
|
|
Post by n00b on Jul 10, 2017 10:09:17 GMT -6
All graphics primitive functions are listed under graphics primitives in the manual. RGB is actually not going to hurt your performance by itself because it is just taking in 3 numbers and returning a single number value for that color.
|
|