Author Topic: [AC] rotating sprites  (Read 9387 times)

0 Members and 1 Guest are viewing this topic.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: [AC] rotating sprites
« Reply #15 on: October 10, 2010, 01:22:43 am »
One solution, if you got the memory and if your sprites cannot zoom extremly large, would be to pre-render every possible sprite zooms/rotations and store them in an arbitrary buffer, or even pre-store them in an appvar (less loading time, but larger file size when not playing the game), so when you need to use the sprites, you just recall a different one when rotation/zooming is needed.

Offline Runer112

  • Project Author
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2289
  • Rating: +639/-31
    • View Profile
Re: [AC] rotating sprites
« Reply #16 on: October 10, 2010, 01:27:47 am »
Well the point of this isn't really for zooming, it's for rotation. I'm supersampling the image so when I rotate it, which can result in rounding errors due to pixel bondaries, and then scale it down to one quarter or one eighth of its size, the errors will also be scaled down. But yeah, the whole purpose of this is to pre-render rotations of a sprite.
« Last Edit: October 10, 2010, 01:28:21 am by Runer112 »

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: [AC] rotating sprites
« Reply #17 on: October 10, 2010, 01:30:40 am »
Yeah I know, I just gave zooming as example as well because I knew it wasn't super ultimate mega fast enough to be used in mass scale in games.

One day I really need to give pseudo 3D a try in Axe, although I am a bit concerned about lack of floating points