Re: [Super-tux-devel] 800x600 resolution
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From: Ricardo C. <ri...@ae...> - 2004-05-09 00:25:24
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Em Domingo, 9 de Maio de 2004 01:04, o Ingo Ruhnke escreveu: > Tobias Gl=E4=DFer <tob...@gm...> writes: > > 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. > > I am personally very happy with 800x600, its pretty much enough for > everything and low enough to not waste too much space and resources. > Especially when it comes to pixeled graphics there is little chance to > fill the screen with a size of 1024x768. Just having a larger > resolution is worth nothing if there is nobody to fill in all the > details. Just a little math 800x600 has 1.56 times as many pixels as > 640x480, 1024x768 already has 2.56 times as many pixels as we > currently have, so software rendering is really a no-go for 1024x768. > I agree with Ingo, 800x600 is good enough. > > About the SVG thingy. There are very few 2d games using such a > > feature currently. > > Pretty much all Flash games out there on the Internet use Vector > graphics, while it isn't SVG, its still pretty much the same. If you > want to get even more back in time, look at AnotherWorld, used fully > vector based gfx back then in 1992. Many of the old Sierra adventure > games also used vector graphics to save some diskspace. > > > Therefore we could be pioneers in this field. > > Not really, Flash is already pretty dominant in that place :) > Obviously, SuperTux wouldn't be the first using vector graphics... Even in= a=20 little game of mine, I use True Type Fonts ;) What Tobias meant is that SuperTux could be the first (or one of the first= s)=20 _big_ and _native_ games to use SVG. > > - our experiment could dramatically fail > > For sure they would. > Don't be such a pessimist :D > > But it would be awesome after all to have a option in our option > >dialog where you can select nearly any screen resolution. > > Trivial todo with Opengl already. > What OpenGL do is just to resize them and thus loosing quality. A way to=20 avoid this could be to make graphics bigger, this way it would only had to= =20 resize them down... > > Maybe we could even port the current PNGs without much efforts > > to SVG, don't believe me? Then look at this project: > > You can't convert shaded pixel gfx into vector graphics without > loosing *a lot* of quality, it only works well for simple black&white > outlines and such. > > > 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. > > The version I tested here used still good old pixel graphics. Yes, one > could scale it, but the graphics would just pixelade as expected. > The one shipped with KDE 3.2 already uses SVG. In fact, Atlantik and maybe= a=20 couple of more games also use it. KDE goal is to start using SVG in the all desktop on 4.0 or maybe before. = As=20 a matter of fact, their policy is to only get graphics that also have a SVG= =20 version. (in fact, KDE 3.2 was delayed because Everaldo wouldn't release th= e=20 SVG, forcing other artists to mimic their graphics in SVG ;D) > > I don't know what you think, but SVG is an exciting technology. > > Not really. Vector graphic is pretty old technology and has been > around for ages. SVG is just a new name and a bloated XML format > wrapped around it. Vector graphics are nice if you want to print to > paper, but I havn't found them really usefull for on screen display. Even if that's truth and SVG hasn't technically innovated anything. I call= =20 innovation to use existing technology, bringing it to the masses. Anyway, vectorial graphics are older than us :D. =2D-=20 A novice programmer was once assigned to code a simple financial package. The novice worked furiously for many days, but when his master reviewed his program, he discovered that it contained a screen editor, a set of generalized graphics routines, and artificial intelligence interface, but not the slightest mention of anything financial. When the master asked about this, the novice became indignant. "Don't be so impatient," he said, "I'll put the financial stuff in=20 eventually." -- Geoffrey James, "The Tao of Programming" |