Hey everyone,
I'm assuming this has been covered and I think I know the answer, but how are the demos using vector based graphics created/displayed. I'm assuming you are defining the vector sprites with code (love.graphics.circle etc.) instead of doing something like loading an svg (which appears to be unsupported). Anyone have any pointers for working with vector based graphics? Is there potential future support of svg?
Background: I'm an illustrator by trade and I really want to play with vector based sprites- love the default (tanks) screen and forum header btw- great looking style.
vector based graphics
Re: vector based graphics
I too would like to see SVG loading implemented in some way or another.
Re: vector based graphics
looks like the Maryo game is using vectors, or maybe they are bitmaps that were rendered from vectors?
- Robin
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Re: vector based graphics
Space uses vector graphics, but they are implemented as tables with point coordinates for polygons. CyaNox made a SVG-to-table converter for it.
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Re: vector based graphics
That's a pretty cool idea- is the converter available as a tool or is it built in? Sounds like something that could get complex pretty quickly, but a more elegant solution than using a file type.
- Robin
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Re: vector based graphics
It is a separate utility, written in PHP. The source is at http://github.com/gvx/space/tree/master/asseteditor/ and the main converting functionality is implemented in the function export_svg in http://github.com/gvx/space/blob/master ... header.php.
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Re: vector based graphics
awesome- thanks! i'm gonna try it out now.
Re: vector based graphics
If by Maryo you mean Secret Maryo Chronicles, then the latter. They are bitmaps rendered from vectors. Rendering vectors constantly would massively slow down the game for how complicated the graphics are.solecize wrote:looks like the Maryo game is using vectors, or maybe they are bitmaps that were rendered from vectors?
Good bye.
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