Re: [Super-tux-devel] 800x600 resolution
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From: Ingo R. <gr...@gm...> - 2004-05-09 01:04:55
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Tobias Gl=E4=DFer <tob...@gm...> writes: > How often do you play SuperTux on your TV? :) Often enough to care about it. > Well, I did expect that there are games using vector graphics. In 20 > years of game development with thousands of games developed, it would > be stupid to think noone of them used vector graphics. > > But on the free software side of things we would be pioneers? Nope, AnotherWorld engine was recently ported/rewritten and released as GPL, too late =3D:) > Is there any mature free software game project out there discovering > vector graphics power? Pretty much everything that is 3D is using 'vectorgraphics', I just don't see much reason to use it for 2D beside the disk-space saving one. > Well having realistic looking gfx isn't easy with SVG, but it might > be the right think for a comic look? I could image that many > comics are made using vector graphics today. I doubt it. Even most stuff that uses comic-look for characters, still has pretty much shaded/realistic backgrounds. > I claim that animating with a tool like Macromedia flash etc. is > much easier than pixel-by-pixel hand editing. What makes you believe so? Either you get the walk cycle right or not, a tool can't help there much, unless of course you go 3d and just apply some skeletal animation, but that won't work for 2d. > You can't copy&paste parts of the image that aren't in the foreground > for example with pixel images. Thats what multiple layers are for. > Flash is successful. Flash is successful because of 'zero install', just click'n run and because of the stupid games, most are just single click games with a bit of timing, nothing more. I havn't seen Flash being espcially successfull for 'serious' games. > I respect your realism. But if all people back in the day thought > like you do in this case many "innovations" (the most innovations > aren't totally new) wouldn't exist. There are a lot of 'innovations' that I would really not miss. Something isn't good, just because its hip and new. > With OpenGL your hardware does its best to resize pixel-image, which > leads to similar results as you would get with Gimp. I mean that's > good but it's not optimal. Give OpenGL the pixel image with two times the size and scale down, results will be better then anything you get with vector stuff. >> The version I tested here used still good old pixel graphics. Yes, >> one could scale it, but the graphics would just pixelade as >> expected. > > That's not the case for my version. Indeed in KDE3.2 the most icons > and gfx are rendered directly from SVG data. (KSVG) Screenshots please, my version here is KSokoban 0.4.2 (Using KDE 3.2.2) and thats still pixel gfx. --=20 WWW: http://pingus.seul.org/~grumbel/=20 JabberID: gr...@ja...=20 ICQ: 59461927 |