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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#ActualSyranide

Posted 17 February 2012 - 05:45 AM

Texture masks perhaps?
Font support?

Personally I would recommend focusing your time on the texture loading and sprite batching, abstract all that away from the user as much as possible. In this day and age it would seem like the programmer/artist shouldn't have to deal with manually creating tilemaps/atlases for grouping commonly used assets (for performance purposes)... ie, there should be "no difference" between loading two different textures and loading one texture with both textures on it.

And depending on what your intent is, being able to specify the center-point in a sprite may be a good idea, among others, and things like that. Basically, I would personally focus on removing all of the house-keeping from the code and programmer. And if necessary, sacrifice a bit of performance if it significantly if it simplifies for the programmer, there's more than plenty of performance to go around for most reasonable 2D uses today.

But then again, it's about what your intent is, perhaps there should be two levels, the low-level and high-level API... but that may just be unnecessary abstraction and work too.

#4Syranide

Posted 17 February 2012 - 05:45 AM

Texture masks perhaps?
Font support?

Personally I would recommend focusing your time on the texture loading and sprite batching, abstract all that away from the user as much as possible. In this day and age it would seem like the programmer/artist shouldn't have to deal with manually creating tilemaps/atlases for grouping commonly used assets (for performance purposes)... ie, there should be "no difference" between loading two different textures and loading one texture with both textures on it.

And depending on what your intent is, being able to specify the center-point in a sprite may be a good idea, among others, and things like that. Basically, I would personally focus on removing all of the house-keeping from the code and programmer. And if necessary, sacrifice a bit of performance if it significantly if it simplifies for the programmer, there's plenty of performance to go around for most reasonable 2D uses today.

But then again, it's about what your intent is, perhaps there should be two levels, the low-level and high-level API... but that may just be unnecessary abstraction and work too.

#3Syranide

Posted 17 February 2012 - 05:44 AM

Texture masks perhaps?
Font support?

Personally I would recommend focusing your time on the texture loading and sprite batching, abstract all that away from the user as much as possible. In this day and age it would seem like the programmer/artist shouldn't have to deal with manually creating tilemaps/atlases for grouping commonly used assets (for performance purposes)... ie, there should be "no difference" between loading two different textures and loading one texture with both textures on it.

And depending on what your intent is, being able to specify the center-point in a sprite may be a good idea, among others, and things like that. Basically, I would personally focus on removing all of the house-keeping from the code and programmer. And if necessary, sacrifice a bit of performance if it significantly if it simplifies for the programmer, there's plenty of performance to go around for most reasonable 2D uses today.

But then again, it's about what your intent is, perhaps there should be two levels, the low-level and high-level... but that may just be unnecessary abstraction and work too.

#2Syranide

Posted 17 February 2012 - 05:43 AM

Texture masks perhaps?
Font support?

Personally I would recommend focusing your time on the texture loading and sprite batching, abstract all that away from the user as much as possible. In this day and age it would seem like the programmer/artist shouldn't have to deal with manually creating tilemaps/atlases for grouping commonly used assets (for performance purposes)... ie, there should be "no difference" between loading two different textures and loading one texture with both textures on it.

And depending on what your intent is, being able to specify the center-point in a sprite may be a good idea, among others, and things like that. Basically, I would personally focus on removing all of the house-keeping from the code and programmer.

#1Syranide

Posted 17 February 2012 - 05:37 AM

Texture masks perhaps?
Font support?

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