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« on: September 21, 2012, 01:58:46 pm »
Hi,
for my top-down, tile-based 2d game, I have a png (16x16) with a circle and a small line (something like this: o- ) representing the player. The line pointing out of the circle is pointing to the direction the player is walking. At this moment i just rotate the sprite according to the player's walking direction (if player is walking from (0,0) to (10,10) i rotate 45 degrees). The rotation angle can be any float between 0 and 360 degrees. I noticed that if the sprite is rotated around an angle which is not a multiple of 90 degrees, the result looks really bad. I was wondering how the rotation works? Is every pixel just rotated (which probably results in rounding errors which explain the bad results), or is there a smarter algorithm behind (eg rotating corners + scanline algorithm)?
And more general: i have 2 zooming levels. Is it a good idea to make the sprites in high res (eg 256x256) and let the scaling do it's work, or is it better to have a 16x16 and 32x32 png file for each object? Or is it even better to use the sfml shape api to draw the simple shapes (after all, it's just a circle and a line)?
Thanks for the help
Jan