Re: [Super-tux-devel] 800x600 resolution
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From: Tobias <tob...@gm...> - 2004-05-08 23:07:05
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Hi, I surfed a bit around and googled about SDL/SVG issues. There are a few tries that don't seem to be straighforward to me. (rsvg etc.) But then I found cairo about wich I already heared much on slashdot and so on. I didn't know that you can use this SVG engine with SDL, but indeed there is an example in its CVS repository. Perhaps you want to take a look. http://freedesktop.org/cgi-bin/viewcvs.cgi/cairo/cairo-demo/sdl/ I think we could change the Surfaces to hold a svg_cairo_t structure additionally. This could be used as source for the actual surfaces/textures then. (For example if we want to change the resolution or draw a scaled image) After all the possible CPU and memory loads could be the biggest problems. I don't know benchmarks about it, do you? Maybe we could even port the current PNGs without much efforts to SVG, don't believe me? Then look at this project: http://delineate.sourceforge.net/ Ok, this conversion won't happen lossfree. Maybe the design would end more like in comics. (Good or Bad?) A game I found using SVG is KSokoban. That's not THE killer game ;), but it's awesome that you can resize it to every size without loss and its tiles don't look bad (quite good) IMHO. I don't know what you think, but SVG is an exciting technology. Greetz... Tobias Gläßer Am So, den 09.05.2004 um 0:41 Uhr +0200 schrieb Tobias Gläßer: > Hi folks, > > no doubt 640x480 is just too less and I even think 800x600 is a bad > joke, since I'm using a comfortable 1280x1024 desktop. > If we switch to a fixed size again, 1024x768 is a wise choice IMHO. > > About the SVG thingy. There are very few 2d games using such a feature > currently. Therefore we could be pioneers in this field. > I don't want to convince you about it or persuade you I only want > to start a valueable discussion about the pros and cons. > > This wouldn't mean we have to use the SVG approach throughout the whole > game. > > Some advantages: > - resizing images with no loss > - change graphics/vectors in game ? > - easier creation of animations ? > - reusing of imageparts - merging of images > - being pioneers > > Some disadvantages: > - the tools/libs for using SVG inside games and > esspecially with SDL are not very mature > (but perhaps we can help in their development, > just like planeshift for example helps crystal > space with stuff they need) > - graphics designers do have less experience and > skills with vector graphics? > - our experiment could dramatically fail > > Maybe someone of you had a look into KSVG, the KDE SVG engine. > SVGs are equally powerful as flashs with it, so I think it's > technically possible, which doesn't mean it's easy or the > tools/libs for this capabilities are already there. > > But it would be awesome after all to have a option in our > option dialog where you can select nearly any screen resolution. > There are big changes and a high risk. No risk no fun? :) > (I feel, too many realists are hanging around here;) ) > > Greetz... > > Tobias Gläßer > > Am Sa, den 08.05.2004 um 23:05 Uhr +0100 schrieb Ricardo Cruz: > > Hey there, > > > > It was already suggested by Ingo a resolution change to 800x600. In fact, IMO > > the 640x480 is too small and looks really bad when using fullscreen > > (especially in my monitor that uses a 1280x1024 resolution). > > > > If you agree, we could either add rows to levels or/and resize images. I > > would prefer this last solution and that would mean a change from 32x32 > > images into 40x40 pixels. A resize without interpolation and then polishment > > should work just fine... > > > > Tobias already discussed the hypotheses of using SVG graphics... IMO, these > > graphics have two problems: > > - technically, SDL_svg is yet in a very immature stage; > > - for artists, SVG tools are also immature, especially Linux ones. > > Besides, I don't think it applies very well into games. I know there are some > > advantages, like the power of allowing resizing in real-time, but don't > > forget that OpenGL has support for this stuff. Futhermore, expect SVG > > real-time resizing to be slow as hell or at least not smooth. > > > > So, what do you think? > > > > For the record, this is only plans for mid-future, after the 0.1.x featuring > > the level editor. > > > > Ricardo Cruz > > > > -- > > Better by far you should forget and smile than that you should remember > > and be sad. > > -- Christina Rossetti > > > > > > ------------------------------------------------------- > > This SF.Net email is sponsored by Sleepycat Software > > Learn developer strategies Cisco, Motorola, Ericsson & Lucent use to > > deliver higher performing products faster, at low TCO. > > http://www.sleepycat.com/telcomwpreg.php?From=osdnemail3 > > _______________________________________________ > > Super-tux-devel mailing list > > Sup...@li... > > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by Sleepycat Software > Learn developer strategies Cisco, Motorola, Ericsson & Lucent use to > deliver higher performing products faster, at low TCO. > http://www.sleepycat.com/telcomwpreg.php?From=osdnemail3 > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > |