OpenXcom Forum
Contributions => Offtopic => Topic started by: michal on July 13, 2012, 07:49:14 am
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Here is nice project, which aims to create open source game engine for action rpg. They're already at 0.16 version, and progress is very nice.
https://www.youtube.com/watch?v=7pTjNhrY-A0&feature=player_embedded
(https://flarerpg.org/rpg/images/screenshots/0037.jpg)
(https://flarerpg.org/rpg/images/screenshots/0036.jpg)
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Engine to write Diablo clone. Got it.
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Interesting to see they also use sdl 1.2 and have created their own blit functions that handle alpha transparency.
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Software blitters? I thought they used opengl.
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software blit??? geez, it must be slow like a hell, though with 1 layer of landscape and when not every sprite software blitted (I bet they have 2 kind of sprites) - that's not a huge problem.
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I don't see anywhere any proof they would use opengl.
Anyway, they have a Custom Blit Function in their repository:
https://github.com/clintbellanger/flare/blob/master/src/SDL_gfxBlitFunc.c
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Well i've just assumed they would use opengl ;) Who uses software those days? :P
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I quote Clint Bellanger himself on a forum thread:
"Flare uses simple 2D blitting and not OpenGL. This won't change for Flare 1.0."
(https://opengameart.org/content/dynamic-lighting-and-fog-war)
We have a saying here: "the grass isn't always greener on the other side" :p
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Hrmm, prerendered(cached) shaded tiles... Sound familiar. And who will pay attention on memory consumption?..
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Hehe, I haven't read that yet. So openxcom actually is already a step further than their engine, we DO have a function that draws sprites in a certain luminance and don't waste memory with pre-caching :-)
Woohoo, we're so good.