Hi Seth,
Just received the digest a few minutes ago. Maybe it has since been
corrected and I don't know yet, but the download link does not work.
Also, have you tried recreating Space Spuds with RB3D just to compare
the speed improvements? I think it would be neat to see how much of a
performance gain we might obtain by converting our game projects to
RB3D, given how much faster some have said it is.
For that matter, I would also be curious to see how Space Spuds
performs with other sprite engines available for X (such as the engine
used in TNT Basic (is it SpriteWorld?) and the Cocoa Sprite Kit created
for Cocoa).
Of course, every sprite engine/animating environment has it's own pros
and cons, and specialties needed to enable certain optimizations that
would not otherwise be obtained in unspecialized ports of a project.
And you probably don't have the time to do all of what I think would be
neat. But I'm just thinking outloud without much sleep.
- Nicholas Buratovich
Subject: SpriteWorld Spuds
From: "Seth Willits" <seth at freaksw dot com>
Date: Sat, 26 Jul 2003 01:27:36 -0700
I fiddled with SpriteWorld and created a small demo using the graphics
from Space Spuds which throws 30 large asteroids around and uses
pixel-perfect collision detection and bounces the ship off of the
asteroids. All this at full screen and the performance is much more
than twice as fast as REALbasic and this is all in millions of colors.
http://www.freaksw.com/SpriteWorldSpuds.sit
Seth Willits
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Q&A Columnist for REALbasic Developer Magazine -
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