On 24-Jan-07, at 3:27 PM, Arnaud Nicolet wrote:
I'm mainly interested in knowing details about speed.
I've tried a demo by Joe Strout that shows how to start. I'll have
to check that more in depth.
But there are no enemies, token or elapsing time in the example.
Enemies are moving and token are blinking. I think it will slow
things down.
Just keep adding stuff until it becomes a problem - you likely won't
run into any unreasonable limits. The average side scroller has at
most few dozen objects on screen at once but may have a few hundred
objects in each level. The trick is to know when and what to draw/
update at any given time, but that's usually not difficult to figure
out for most 2D games.
If you find you do need more speed/power try using RB3D (see <http://
www.codenautics.com/armageddon/> for an example) or a third-party add
on like SuperSpriteSurface <http://www.tinrocket.com/software/
superspritesurface/>. You might also want to check out Power Game
Factory <http://www.sawbladesoftware.com/> which is (IIRC) built with
RB and uses SuperSpriteSurface under the hood.
Also, the time must be calculated while the sprite surface is
running; I think I'll have to use the Ticks function, no other way,
right?
Ticks returns time at a resolution of 1/60 of a second, so if your
framerate is limited to that (or lower) it should be fine - I prefer
using Microseconds personally.
Frank.
<http://developer.chaoticbox.com/>
<http://macgameblog.com/>
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