SFML community forums
General => SFML projects => Topic started by: Trass3r on March 04, 2010, 02:13:32 pm
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Really wonder why some project like this hasn't come up yet :?:
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I guess maybe because they are really hard to do?
There is a discussion on it over here (http://gpwiki.org/forums/viewtopic.php?t=9430), and it certainly does sound like there is a lot more to it than one would expect, at first glance.
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Yeah it isn't trivial but not impossible :)
It just would be cool if there were some other guys here doing something like that to discuss certain things.
Currently I'm thinking about how to properly combine animated sprites with the corresponding movement so e.g. walking looks natural.
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Im making a iso RTS, maybe we can share experience. I've the iso map ready and also need animated sprites. I've made a exporter for Blender that exports proper isometric sprites. But no code to load and display them yet.
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That's cool! :)
I also have some code to generate staggered and diamond iso maps. Currently I'm writing all the entity classes to handle game characters, buildings etc.
For animated sprites in general I adapted this excellent code: http://www.sfml-dev.org/wiki/en/sources/anisprite
That's what it currently looks like, the tiles are chosen randomly:
(http://img163.imageshack.us/img163/9739/screenieyj.jpg)
http://trass3r.xentax.com/node/5
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Hey, thanks for pointing me to that code. You game looks nice so far, i've basically the same FPS.
I see you are using D, does it work good with SFML? What version of D you are using?
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Yeah, it's nice code, though I wonder if it is possible to replace the local clock used in each AnimSprite instance with a global one for performance reasons (less system calls).
Currently I magically get up to 700 fps, don't know why.
I've completely switched to D2, always using the latest version. It works like a charm so far :)
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Yeah, it's nice code, though I wonder if it is possible to replace the local clock used in each AnimSprite instance with a global one for performance reasons (less system calls).
Yes i second that. I'm using a single timer in my game-loops and call all update() functions with that timer.