Re: [Atomos-discuss] That's the way the money goes; pop goes the weasel.
Status: Pre-Alpha
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From: Weirdbro <wie...@gm...> - 2007-01-12 10:32:04
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I am familiar with the canvas tag. It has really slow pixel rendering, so I found that making it work like a monitor, and least a raster monitor, is impossible. On 1/11/07, Scott Elcomb <ps...@gm...> wrote: > > On 1/11/07, Bryan Elliott <for...@gm...> wrote: > > Scott: > > > Nice clean code. I love it, and the dock in particular. Has me > > > wondering if a version could be implemented for the AOS desktop. > > > Along the lines of an applet maybe? > > > > Perhaps, but note that performance decreases dramatically with a greater > > number of icons. There's little that can be done about it; it's because > of > > the way resizes are done in JavaScript under a browser (ie: somewhat > > inefficiently). I mean, one could theoretically write Warcraft in > > Javascript. All the components to do so are there and available (ie: > sprite > > placement and control), but (and I know this from experience; I > tried. Had > > a good pathfinder when it was just two peons and a few rectangular > barriers. > > ) when you get up to sheer numbers of stuff (at least 256 just for a > 16x16 > > viewport), performance drops down the tube, into the septic tank, and > keeps > > on racing down until suddenly bursting out of the ocean just off the > coast > > of Australia. > > Ok, please forgive me if this post isn't entirely coherent... Just > finished a 17 hour shift. Lol - one of the benefits of being on-call > 24/7. ;-) > > I can understand your comments about applying game development theory > to web design... In fact, that might even be a good way to throttle > the performance issue. > > Say that performance is acceptable with 6 icons, but not 16. Why not > use parallax scrolling techniques? That's the way old 2D side > scrollers (like Super Mario World for example) did it IIRC. > > Use an array that contains indexes to the icons, and then use a > pointer and "window width" to show only the 6 icons currently > available + portions of the two icons on either end of the "window" > that may be (potentially partially) visible. CSS clipping techniques > should work for this, same as it does for DirectX, SDL, OpenGL, > Allegro, and other Graphics/Game development libraries. > > Using this technique the browser won't have to render/scale the 10 > "extra" images all the time, therefore keeping performance manageable. > (Not sure what impact preloading the icons would have in this > situation but I suspect it would help... maybe not during page > loading, but at "execution-time" perhaps.) > > I have several game programming texts laying around and would happy to > provide some pseudo-code if you'd like. > > K, need some sleep. I'll reply to your other post just as soon as I > get up and am more than 20% concious. ;-) > > - Scott > > PS - Are you familiar with the canvas tag? <insert-evil-grin-here> > > -- > Scott Elcomb > http://atomos.sourceforge.net/ > http://search.cpan.org/~selcomb/SAL-3.03/ > http://psema4.googlepages.com/ > > "They that can give up essential liberty to obtain a little temporary > safety deserve neither liberty nor safety." > > - Benjamin Franklin > > '"A lie can travel halfway around the world while the truth is putting > on its shoes." > > - Mark Twain > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share > your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > Atomos-discuss mailing list > Ato...@li... > https://lists.sourceforge.net/lists/listinfo/atomos-discuss > |