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Aidiakapi

Member Since 05 Sep 2007
Offline Last Active Sep 29 2012 05:08 PM

Posts I've Made

In Topic: Portal 3d example

08 November 2011 - 07:08 PM

Omfg hilarious!!! :)

This almost made me fall off of my chair!

In Topic: Spleef GM

08 November 2011 - 07:05 PM

Funny idea, not much of an implementation though.
Work on making the AI better (like making it actually try to spleef you), and a range limit might be useful xD.

In Topic: Surfaces

22 May 2011 - 08:21 PM

Surfaces are stored at the VRAM, therefore only the drawing operations will consume CPU. So it basically is identical to how many draws you can do in your draw event before the lag comes.

EDIT:
Ofc. with a HUGE (very very huge) amount of surfaces you'll fill up the VRAM, but to do that, I wish you good luck. let's assume a surface is 600x400, then every surface has 240000 pixels, assuming RGBA that's 960000 bytes, which is 937,5 kb. To fill up 100 MB you'd need 109 2/9th surfaces. So unless you use that much, it'll be fine.

In Topic: Top down 3D objects

12 May 2011 - 08:08 PM

Lol, you think that just because you have 3D walls you actually have to make everything 3D?

You can just draw the images at the 'floor' of your game, and if you draw that like that, it'll look pretty much the same.

In Topic: Top down 3D objects

12 May 2011 - 07:09 PM

The easiest is to simply make the game 3D, and make the projection top down.

The 3D wall effect without it being actual 3D requires some decent amount of skill, and you must do a lot of trigonometry.
So if you're either very unexperienced, or you don't know much about that specific bit of maths, then you should just look into enabling 3D.