Example: effective rendering

Show off your games, demos and other (playable) creations.
User avatar
appleide
Party member
Posts: 323
Joined: Fri Jun 27, 2008 2:50 pm

Re: Example: effective rendering

Post by appleide »

I had no noticeable difference using either versions.

IMO its still a good idea to not calculate drawing for things outside the screen. In the textfield in LoveUI, for example, after typing alot of text you'd notice frame rate drop, even though set scissor is used. I suspect its the calculations done by SDL involved when drawing such a large string; it'd be more efficient if I only drew strings that I know are in display.
User avatar
Tabasco
Citizen
Posts: 72
Joined: Tue Dec 02, 2008 5:04 pm

Re: Example: effective rendering

Post by Tabasco »

This is very pretty. It makes me wish my sprites didn't look like something that came out of a cat's ass.
User avatar
sauer2
Citizen
Posts: 61
Joined: Tue Sep 02, 2008 4:15 pm

Re: Example: effective rendering

Post by sauer2 »

The trick is to make them from vector graphics in inkscape. This way it is easier to make cartoon graphics than making them in gimp. ;)
BTW: Nice TD Game.
User avatar
Tabasco
Citizen
Posts: 72
Joined: Tue Dec 02, 2008 5:04 pm

Re: Example: effective rendering

Post by Tabasco »

sauer2 wrote:The trick is to make them from vector graphics in inkscape. This way it is easier to make cartoon graphics than making them in gimp. ;)
BTW: Nice TD Game.
Thanks x2 :D

I'd heard of inkscape but always just wrote it off as some desktop publishing app. After taking a real look at it, I see that it's quite powerful.
User avatar
osgeld
Party member
Posts: 303
Joined: Sun Nov 23, 2008 10:13 pm

Re: Example: effective rendering

Post by osgeld »

inkscape is pretty powerful when combined with the gimp, i highly recommend it
Post Reply

Who is online

Users browsing this forum: Bing [Bot] and 59 guests