Re: Graphics developer needed
- Posted by Pete Eberlein <xseal at HARBORSIDE.COM> Apr 19, 1999
- 497 views
> The library should have features like this: > -320x200, 640x480, 800x600 and 1024x768 modes with 16.7M colors (also > with 8- and 16 bit colors if possible) > -clean, non-flickering, as truecolor is > -very fast pixel drawing routine (no other > routines(box,ellipse,etc.)needed > :) > -Here's a better(?) idea o' mine how to display stuff to screen: first > you save screen stuff(while running) to sequence s1 in main program. > Then when whole 'screen' is in s1, you call the routine > DrawTrueScreen(s1) which draws then (hopefully fast ;) the whole screen. > This means that the library could be optimized to play graphics very > very fast cause it's been called only once with only one sequence, s1. > The s1's form would be something like this: > {{B1,G1,R1},{B2,G2,R2},...,{Bx,Gx,Rx}} (the drawing would always start > from position 0,0 and end to scrMaxX,scrMaxY). This is not the most most efficient way to store truecolor data in Euphoria. A Euphoria sequence has 20 bytes of overhead, and it always stores at least 4 bytes for each element, so you're effectively wasting 29 bytes for *every* truecolor pixel. > -If DrawTrueScreen() would be fast enough, no virtual screens, etc. > would be needed. These 'extra' routines could be added later if > necessary. Your best bet for fast graphics is to poke pixel data into a memory buffer acquired with allocate, then copy that memory into video ram. Of course, then your new bottleneck is how fast you can move that memory across the bus. Full-screen truecolor images consume a good chunk of memory and limitations of hardware come into play. AGP cards have a speed advantage over PCI, and PCI is faster than ISA. > I think many game developers (and why not other coders too) would find > this kind of library very helpful indeed ;) The bottleneck to make fast > games is almost always the graphics displaying. Most helpful in my opinion would be wrappers to DirectX or OpenGL, where we can take advantage of the hardware-accelerated operations on the graphics hardware and let the cpu do more work on actual gameplay. Later, _______ ______ _______ ______ [ _ \[ _ ][ _ _ ][ _ ] [/| [_] |[/| [_\][/ | | \][/| [_\] | ___/ | _] | | | _] [\| [/] [\| [_/] [\| |/] [\| [_/] [_____] [______] [_____] [______] xseal at harborside.com ICQ:13466657 http://www.harborside.com/home/x/xseal/euphoria/ p.s. some of you may think this kind of talk is a little "out of character" for me, having written Neil and all...