Just thought of another drawing scheme that would allow me to use alpha blending and retain cheap flexibility without Z-buffering: The display list (what I'm calling my vertex, texcoord, etc. arrays) has an entry for every position that anything could possibly occupy, and it is sorted (just a one time thing). Empty positions are set to singular triangles that are way off-screen. Off-screen tris don't seem to affect framerate at all, so the rasterization should be as fast as just drawing non-empty positions. Of course, you're now sending off a ton more data - will this slow things down? I'll have to try this tmrw - it's an easy experiment.
I think off-grid animation (when a unit is between two tiles) can be done by temporarily adjusting the source triangle's position, but I'm not sure if this would work in all cases. You may have situations where a unit moves up/down, and ends up obstructing something incorrectly during the move. I'll have to think more about this if the experiment pays off.
In other news, I've decided to use the ProggyClean free font (http://www.proggyfonts.com) for the game's text. Mainly because it's free (no license at all) and it's fixed-with. Font licensing can be damn expensive. Give it up for free stuff from the internet.
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