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MBK



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27th March, 2009 at 05:43:29 -

What I mean by a graphical rendering system is like what they have in most professional games. They basically have everything in coding, and only load the graphics that are on-screen (or perhaps just barely off screen).

This basically makes the game run fast, no matter how many objects are used in the game.

How would I go about doing this in TGF1? (looks at PixelThief with brows raised and eyes bulged)


 
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27th March, 2009 at 05:59:07 -

You wouldn't, not in TGF.
:X

 
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MBK



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27th March, 2009 at 06:09:17 -

How about in MMF2? .... Construct maybe?

I think it's possible even in TGF1. But I'm just evil insane like that.


Edited by MBK

 
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Cecilectomy

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27th March, 2009 at 06:14:12 -

pick up programming language and a media library.

c++ is the most commonly used language for making games

and

any one of the following would be a good choice for the library.

sdl, allegro, opengl, directx.

and just a note. tgf and mmf. i doubt either one draws everything, onscreen or off. its collisions, logic, math etc, that they handle regardless of whether something is being drawn or not (even that is optional as to increase what can and cant be done with precious cpu power). thats where object limit comes from. youll find this in programming as well.

 
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27th March, 2009 at 06:16:21 -

In MMF/MMF2 you can sorta do that kind of thing. You have to set up the entire thing yourself, of course.

But with an editor and externally-loaded files, you can have so that only the level data from the visible screen(s) are shown or handled, or so that enemies and objects are spawned only when you get near them, and de-spawned when they're far enough offscreen.

Though maybe it's not quite what you're talking about?

Then again, it's even possible to have all your actives be invisible, and use a single object to render whatever's nearby to screen, but that's even MORE complicated...


But it's possible, yes. Kinda.

 
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27th March, 2009 at 09:00:50 -

@Cecil: well that's more than what I meant ... that's taking it too far. I know that'd be impossible in TGF (unless you altered some things with actual code)

@Fifth: This is closer to what I am talking about.

I'm saying something in between what you guys have said.
Couldn't there be information regarding the location of actives stored in an ini or array, then when the character is at a certain distance from the object
(just off-screen) <while character is facing in its direction> , have the object be created.

Hmm ... Is the active count affected by currently unused actives set outside of the level? ... if so then I guess it would be useless to bother .... Unless there's some sort of way to change the sprites contained within actives during runtime ... or maybe FLI objects, or Avi maybe? ... bleh, I dunno.

I guess the only way is with external files?


 
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MBK



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27th March, 2009 at 09:02:40 -

omg, stupid thing froze on me so I went back and it double posted ... sorry for that

Don't mind me ... I don't know what I'm saying ... been up all night .. sleep now must.

I'm sure it could be done with external files loaded into tgf, ugh .. I can't think enough to even type right now .. good night.


Edited by MBK

 
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