realbasic-games
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Re: Creating a game using RealBasic

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Creating a game using RealBasic
From: Frank Condello <developer at chaoticbox dot com>
Date: Wed, 24 Jan 2007 17:14:23 -0500
Delivered-to: listarchive at realsoftware dot com
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <0800FCB9-41A7-44E9-9398-A10522772684 at tribu dot ch>
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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