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Re: SpriteWorld Spuds

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: SpriteWorld Spuds
From: Nicholas Buratovich <email at nextforcesw dot com>
Date: Sat, 26 Jul 2003 06:40:07 -0700
Cc: "Seth Willits" <seth at freaksw dot com>
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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