Sprite Transformations

Ideas for Game Editor evolution.

Sprite Transformations

Postby morcior » Wed Jan 17, 2007 4:36 am

I think the ability to resize and rotate sprites on-the-fly would be a nice feature for many reasons...

It would especially help in creating better particle effects in GE
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Postby Game A Gogo » Wed Jan 17, 2007 10:58 pm

mmm, if im not mistaking, your the 5th guy that ask for that feature, IF IM NOT MISTAKING, cuz there could be a lot more!

The reason, i think, that makslane doesn't implant this into GE, its because it would slow down the speed on PPC, but, it wound slow down that much for PC!
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Postby morcior » Wed Jan 17, 2007 11:50 pm

Granted, rotating does eat CPU but a well written algorithm should be able to rotate at least 1 or 2 sprites without a noticeable performance hit on the PPC. It would be nice to have an anti-aliasing switch on the function as well.

Its up to the individual developer to make sure they use the rotation function conservatively enough to keep their game smooth., depending on the target platform.

Resizing should be a much simpler affair, I beleive the pocket pc blit API's support it natively?
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Postby Game A Gogo » Thu Jan 18, 2007 12:07 am

yes, and also that its REALLY POSSIBLE to include rotation/resizing into GE, since that the program GE was kinda built on or drivers things such, i dunno, but the newest version of the "thing" support rotaion/resizing.
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Postby Novice » Thu Jan 18, 2007 12:39 am

I agree with morcior. If someone wants to export to PPC they are already facing severe performance issues, so logicaliy they shouldn't try to cram more stuff in.
I don't see any reason why GE shouldn't have these features implemented and have a side note
Rotating and resizing will severely affect prformance or may not be availabile on some devices (PPC, smartphone... check device manufacturer specifications for details)

Problem solved.
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Postby Fuzzy » Thu Jan 18, 2007 7:58 am

Dont forget that makslane has a map of where he wants to go with GE, and to sidetrack outside of that path leads him into inefficient coding, as well as wide open bug country.

In the mean time, if you need a few scaling polys, you can code it yourself. One or two shouldnt be too bad.
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Postby morcior » Thu Jan 18, 2007 5:41 pm

Dont forget that makslane has a map of where he wants to go with GE, and to sidetrack outside of that path leads him into inefficient coding, as well as wide open bug country.


.. then why does this forum exist at all?

New features will have bugs, its inevitable. You remove them with testing.

Its not possible to code resizing at the moment. I am mimicking it in my game with an animation but it looks pretty crap.
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Postby makslane » Thu Jan 18, 2007 5:57 pm

Rotation, scale and other transformation will be available in the future versions. This feature will be implemented by using Open GL.

I have some parts of this system working, but the speed is very poor in machines or devices without graphical cards. After solve this performance issues and release the new interface, actor transformation will be easy in Game Editor.
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Postby Novice » Thu Jan 18, 2007 6:15 pm

makslane wrote:Rotation, scale and other transformation will be available in the future versions. This feature will be implemented by using Open GL.

I have some parts of this system working, but the speed is very poor in machines or devices without graphical cards. After solve this performance issues and release the new interface, actor transformation will be easy in Game Editor.


Music to my ears!!! :D

Spared us a lot of pointless arguing. :wink:
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Postby akhad » Thu Jan 18, 2007 6:16 pm

Sprite scaling would be fantastic, much better than attempting real 3D objects. A system similar to Mode 7 on the Snes would be my ideal addition, I much prefer games with `pseudo` 3D than actual mathematical 3D vectors.
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Postby Game A Gogo » Thu Jan 18, 2007 10:37 pm

AHHHHHNHBJHHKJHLKJSDNGKULP:

Sorry, *Drools* X_x *dies of happyness* makslane, ya make my day!!
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Postby morcior » Fri Jan 19, 2007 2:09 am

excellent :)

I guess games will only take the opengl render path if you export them to a windows EXE?
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Postby makslane » Fri Jan 19, 2007 2:48 am

Must works in all platforms.
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Postby Fuzzy » Fri Jan 19, 2007 7:02 am

Part of the beauty of GE is that Makslane makes sure a feature works in all exports, or it doesnt get included.

Thanks Makslane.
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Postby morcior » Fri Jan 19, 2007 3:47 pm

well pocket pcs do not support opengl at all so that will be somewhat hard to achieve!
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