Re: [Super-tux-devel] 800x600 resolution
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From: Ricardo C. <ri...@ae...> - 2004-05-09 00:06:51
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Hey, You kinda conviced me... But I still am afraid of artists lost and speed.= =20 Well, speed shouldn't be an issue as long as we loaded everything during th= e=20 video mode setup... It could turn into an issue, if we wanted stuff to be=20 resized in-game. Truth be told, I've never tested anything related with SVG (in fact, KSoko= ban=20 is really fast - it only has about six graphics anyway :D), but I am allway= s=20 suspicious about software rendering. And in case we don't also find a SVG=20 engine for OpenGL, SVG will have to be deal with by software-only. Anyway, I am willing to give it a try ;) (especially, because of that=20 png->svg converter) My proposal is that we, firstly, implemented a SVG engine into the Surface= =20 class (maybe Cairo - I think our choice should be not firstly based in the= =20 performance, but in dependencies and portability). After that, we would jus= t=20 convert the PNGs into SVGs. Only for testing, code can be all hacky and graphics really ugly :) Agree? Anyway, I think this should get low priority, maybe we could create= a=20 brunch or something like that, just to test it and not break anything.=20 Though, I am looking forward to learn more about SVG. Cheers, Ricardo =20 Em Domingo, 9 de Maio de 2004 00:11, o Tobias Gl=C3=A4=C3=9Fer escreveu: > 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 Gl=C3=A4=C3=9Fer > > Am So, den 09.05.2004 um 0:41 Uhr +0200 schrieb Tobias Gl=C3=A4=C3=9Fer: > > 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 Gl=C3=A4=C3=9Fer > > > > 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 image= s. > > > I would prefer this last solution and that would mean a change from > > > 32x32 images into 40x40 pixels. A resize without interpolation and th= en > > > 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 rememb= er > > > 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=3Dosdnemail3 > > > _______________________________________________ > > > 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=3Dosdnemail3 > > _______________________________________________ > > 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=3Dosdnemail3 > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel =2D-=20 Who is W.O. Baker, and why is he saying those terrible things about me? |