I wish someone on the forum had said "read this article on this very site" 
when I posted there, hahah!

Thanks a bunch for the link!

----- Original Message ----- 
From: "Martin Wood" <[EMAIL PROTECTED]>
To: "Flashcoders mailing list" <flashcoders@chattyfig.figleaf.com>
Sent: Wednesday, November 23, 2005 2:35 PM
Subject: Re: [Flashcoders] Blitting, Double-Buffering,and Other Bitmap 
Methodologies


There's a good series of articles on gamedev.net :)

http://www.gamedev.net/reference/list.asp?categoryid=45#200

The Game Programming Genesis series.

In a lot of cases the 'magical render' is performed by a render manager,
the entities themselves dont do rendering, they are maintained in a list
(perhaps in a World class) and the render manager just redraws whatever
is on the list.
Or you could set it up so the renderer orchestrates the rendering of the
entities, i.e. it scans the active display list and calls draw() on an
entity that survives the clipping tests.

martin

JesterXL wrote:
> ...here's where things break down for me.  I'm not used to coding like 
> this,
> so don't really know the best pratice ways to go about it.  For example:
> - how do I handle depth?  "last draw wins", so do I manage depth myself?
> - how do I handle move, and x and y change operations?  They don't affect
> the bitmap the sprite is blitting to, but they do affect the one they are
> on... events the parent listens to maybe?
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