Re: [Flashcoders] Blitting, Double-Buffering, and Other Bitmap Methodologies
There's a good series of articles on gamedev.net :) http://www.gamedev.net/reference/list.asp?categoryid=45#200 The Game Programming Genesis series. In a lot of cases the 'magical render' is performed by a render manager, the entities themselves dont do rendering, they are maintained in a list (perhaps in a World class) and the render manager just redraws whatever is on the list. Or you could set it up so the renderer orchestrates the rendering of the entities, i.e. it scans the active display list and calls draw() on an entity that survives the clipping tests. martin JesterXL wrote: ...here's where things break down for me. I'm not used to coding like this, so don't really know the best pratice ways to go about it. For example: - how do I handle depth? last draw wins, so do I manage depth myself? - how do I handle move, and x and y change operations? They don't affect the bitmap the sprite is blitting to, but they do affect the one they are on... events the parent listens to maybe? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Blitting, Double-Buffering, and Other Bitmap Methodologies
I wish someone on the forum had said read this article on this very site when I posted there, hahah! Thanks a bunch for the link! - Original Message - From: Martin Wood [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Wednesday, November 23, 2005 2:35 PM Subject: Re: [Flashcoders] Blitting, Double-Buffering,and Other Bitmap Methodologies There's a good series of articles on gamedev.net :) http://www.gamedev.net/reference/list.asp?categoryid=45#200 The Game Programming Genesis series. In a lot of cases the 'magical render' is performed by a render manager, the entities themselves dont do rendering, they are maintained in a list (perhaps in a World class) and the render manager just redraws whatever is on the list. Or you could set it up so the renderer orchestrates the rendering of the entities, i.e. it scans the active display list and calls draw() on an entity that survives the clipping tests. martin JesterXL wrote: ...here's where things break down for me. I'm not used to coding like this, so don't really know the best pratice ways to go about it. For example: - how do I handle depth? last draw wins, so do I manage depth myself? - how do I handle move, and x and y change operations? They don't affect the bitmap the sprite is blitting to, but they do affect the one they are on... events the parent listens to maybe? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Blitting, Double-Buffering, and Other Bitmap Methodologies
Hi Jesse, I've seen some pretty good samples in André Michelle's blog (http://blog.andre-michelle.com/), and I even think some of his bitmap rendering source can be found here: http://session.andre-michelle.com/fl8.session.2005.zip I know I'm not really answering your question, but it might be good for some inspiration. Note: I think the samples are done for FP8. Daniel Cascais Tel: +56 (0)2 4589495 Cel: +56 (0)9 9417355 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders