On Wed, 2009-08-12 at 22:14 +0200, Kassen wrote: > > > seconded! they look great :) > > Thanks! > > I think I'll create a flickr account to trace my progress. I was using > Facebook to post a screenshot per update to my town (all of which are > also me getting to grips with some new aspect of Fluxus) but FB is > turning on the thumbscrews to the compression a bit too much for my > tastes. This really takes away from the sense of seeing something grow > a bit after every session. > > > About the rendering; That does sound complicated and any real solution > will likely go at the expense of losing much of the benefits of > hardware as we move the GPU's job to Scheme. The "layers" idea sounds > nice to have in general, it would likely offer a lot of space for > creative abuse but in practice for "realistic" complicated images (say > two Judo wrestlers made of coloured glass) the ordering of the layers > would be a function of the camera's position and angle relative to the > set of objects in the scene. That sounds like a non-trivial issue to > me...
Yes, it is - and I have yet to see a game where the transparency doesn't break in some edge case. The trick is to use a combination of these sorting techniques where required, and design your scene so its minimised, and the artifacts you do get are not too jarring. cheers, dave
