Graphics in Mokomaze

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Marcel-2

Graphics in Mokomaze

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Hello!

I'm experimenting with graphics for a game idea on the neo, but I still
wonder how I get enough performance out of it. All I need so far are
rotatable bitmaps (glad SDL_image exists...) in 2D space. The rotozoomer
of SDL_gfx is horribly slow and rotates around an imaginary border of
the original image instead of the image's center.
Then I switched to OpenGL set up for 2D rendering in an SDL surface,
which would be accelerated if the Glamo had OGL support yet. So now I
can rotate images (textured GL_QUADS) around their center, but it's not
too fast either. Also the texture looks like data crap on the Neo, but
I'm not sure what's guilty there.
So how is that Ball in Mokomaze done? From the falling-into-holes motion
I guess it's kinda 3D, but so fluent, how did the author achieve that?

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Marcel


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Fabian Killus

Re: Graphics in Mokomaze

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On Wed, 30 Sep 2009 12:31:26 +0200
Marcel <[hidden email]> wrote:

> So how is that Ball in Mokomaze done? From the falling-into-holes
> motion I guess it's kinda 3D, but so fluent, how did the author
> achieve that?
>
> --
> Marcel

I looked at mokomaze some time ago. I think it used sprites for all
possible angles instead of real 3D. Since the ball is the only moving
object on the screen and not very big either, this is possible.
In case your objects aren't very big I'd suggest to use the same
approach. For example you could have one image per 10 degrees (That
would only make 36 images per object).

jxs

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ANT

Re: Graphics in Mokomaze

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In reply to this post by Marcel-2
Hi,

Marcel-2 wrote:
>So how is that Ball in Mokomaze done?

Of course it does not use sprites. The ball is a pure non-polygonal 3D under orthogonal projection. The used technic is similar to backwards ray tracing. The game "engine" can handle only textured spheres.

Cheers,
Anton
Visti Andresen

Re: Graphics in Mokomaze

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On Wed, 30 Sep 2009 13:22:32 +0200
Fabian Killus <[hidden email]> wrote:

> On Wed, 30 Sep 2009 12:31:26 +0200
> Marcel <[hidden email]> wrote:
>
> > So how is that Ball in Mokomaze done? From the falling-into-holes
> > motion I guess it's kinda 3D, but so fluent, how did the author
> > achieve that?
> >
> > --
> > Marcel
>
> I looked at mokomaze some time ago. I think it used sprites for all
> possible angles instead of real 3D. Since the ball is the only moving
> object on the screen and not very big either, this is possible.
> In case your objects aren't very big I'd suggest to use the same
> approach. For example you could have one image per 10 degrees (That
> would only make 36 images per object).
>
> jxs

Or do some integer based rotation and/or scaleing,
the biggest issue seems to be the limited bandwidth to the video RAM

http://talpadk.wordpress.com/2009/10/10/progress-not-always-for-the-better/

>
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> devel mailing list
> [hidden email]
> https://lists.openmoko.org/mailman/listinfo/devel


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Visti Andresen

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