OpenGL/D3D for 2d engine platform games
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Posted 09 September 2001 - 04:42 PM
I have been working on a Worms 2/Worms Armageddon/Liero clone for windows and multiplayer and all that nonsense. http://home.earthlink.net/~kerchmars/wormsrt/ropeburn.zip http://home.earthlink.net/~kerchmars/wormsrt/ropeburnsource.zip I first wanna know what you guys think would be the best way to develop out this engine. I put very little work into the display parts of the engine and what gets displayed has only a tiny bit to do with my actual game engine. THE QUESTION: What are some general tips to keep in mind for using D3D/OpenGL for a 2d concept? Can someone disprove some myths I may have about 3d? Does the card hold some sort of copy of the environment in it at all times or does the card simply accelerate various plane bitblt operations? Does the cpu get to focus more on game engine by letting the card deal with the rendering? What about surfaces and tiling and textures? How might I take a bitmapped terrain and slice it into a foreground surface that has transparent parts. It could become tricky to garentee that the terrain is all big smooth shapes that can easily be outlined. Well please do tell me... Only great minds know that everything they do is there for the pleasure of those who can enjoy the fruits of their labor. Who wants to make a kick-ass game that only you think is cool?