On Thu, Oct 23, 2008 at 3:04 PM, josch <[EMAIL PROTECTED]> wrote: > > hey guys! > thx for the reply! here is how a scene roughly looks like: > http://www.assembla.com/spaces/heroes-renaissance/documents/crWD3WOnSr3ApNab7jnrAJ/download/Screenshot-hr.py-1.png > this map nearly fits on the screen and even this small one needs more > than 64MB space for the textures and this does NOT include additional > animation frames! Normal maps are even larger - up to sixteen times > the size. fortunately the overall number of different map objects will > not increase that much with bigger map sizes. [..]
Given this is a more old-school sprite style game, perhaps a more old school approach is needed. I seriously doubt the original game redrew the entire map every frame. More than likely it used the tried and true "dirty rectangle" approach and only redrew what had actually changed each frame. Perhaps you should consider the same approach, don't clear the buffer and redraw every frame, just figure out what parts of the map actually changed and redraw that. Even if it takes a few frames to render the whole map, you would rarely have to do it in practice so it wouldn't matter. I would suggest reading this interesting essay on how simcity 4 renders their cityscapes: http://simcity.ea.com/about/inside_scoop/3d1.php One thing they admit at the end is how much better suited 3D graphics technology is to first-person style games than god games, since you can naturally limit the level of detail over distances. -Casey --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
