Re: [Flashcoders] Blitting, Double-Buffering, and Other Bitmap Methodologies

2005-11-23 Thread Martin Wood

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?

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Re: [Flashcoders] Blitting, Double-Buffering, and Other Bitmap Methodologies

2005-11-23 Thread JesterXL
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?
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Re: [Flashcoders] Blitting, Double-Buffering, and Other Bitmap Methodologies

2005-11-23 Thread Daniel Cascais
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
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