> Increased frame-rate (Somewhere I read, double or tripple, but it should be checked) Usually it's a lot more than double or tripple, atleast if you know the pitfalls of OpenGL. My 2d game engine currently runs at about 1700 FPS (some years old PC) and there is still a lot room for optimization.
> Requirement to rewrite whole parts of code. I expect this will take two weeks or so. For textures http://lonesock.net/soil.html might help. For loading images he can still use SDL. There is no problem with using SDL for anything but graphics. Two weeks isn't much regarding clint is making FLARE as a long term project. Better implement it early than late.
>Many Hand-held devices support SDL but not yet OpenGL I really really doubt that. OpenGL is an industry standard which is implemented everywhere where GPU acclerated graphics are neccesary (every newer device which wants to be able run games, exception are the Nintendo devices as they always use their own propritary technologies). SDL on the opposite is just an independant library which claims to be crossplatform.
>Much of the excitement over Flare is with portable linux gaming devices, where performance is a major concern. I'm not sure if changing the game to 60fps adds enough to alienate this group.
Should't you switch to OpenGL then? I doubt that those portable devices have enough CPU power to software render with SDL. *stillpickingonthat*
I am sure the more advanced isometric games all didn't use such sluggish software graphics rasterizer like SDL but rather GPU acclerated interfaces like OpenGL or DirectX.
Why use 90% of your CPU if you can make it use 3% of your GPU instead? ;)
There is Scale2x and SuperScale2x. Imho both are preferable over HQ2x. For Scale2x there is an GIMP plugin avaiable.
Thanks, added the neccesary informations now.
Thank you for these, very helpful. Btw. how about an female version?
> Increased frame-rate (Somewhere I read, double or tripple, but it should be checked)
Usually it's a lot more than double or tripple, atleast if you know the pitfalls of OpenGL. My 2d game engine currently runs at about 1700 FPS (some years old PC) and there is still a lot room for optimization.
> Requirement to rewrite whole parts of code. I expect this will take two weeks or so. For textures http://lonesock.net/soil.html might help.
For loading images he can still use SDL. There is no problem with using SDL for anything but graphics. Two weeks isn't much regarding clint is making FLARE as a long term project. Better implement it early than late.
>Many Hand-held devices support SDL but not yet OpenGL
I really really doubt that. OpenGL is an industry standard which is implemented everywhere where GPU acclerated graphics are neccesary (every newer device which wants to be able run games, exception are the Nintendo devices as they always use their own propritary technologies). SDL on the opposite is just an independant library which claims to be crossplatform.
>Much of the excitement over Flare is with portable linux gaming devices, where performance is a major concern. I'm not sure if changing the game to 60fps adds enough to alienate this group.
Should't you switch to OpenGL then? I doubt that those portable devices have enough CPU power to software render with SDL. *stillpickingonthat*
I am sure the more advanced isometric games all didn't use such sluggish software graphics rasterizer like SDL but rather GPU acclerated interfaces like OpenGL or DirectX.
Why use 90% of your CPU if you can make it use 3% of your GPU instead? ;)
You should seriously switch from SDL to OpenGL for graphics. With SDL you just restrict youself to low quality effects with horrible performance.
It may be to be an harder task to learn OpenGL but it is worth it.
wow. I am stunned.
Holy Shieeet. That is incredibly awesome, you should make more variations and sell them. I am sure there are quite a lot people willing to pay for it.
Ups, sorry, I forgot to login.
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