Jump to content

  • Log In with Google      Sign In   
  • Create Account

[java] What image effects are required from game lib?


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
6 replies to this topic

#1 javanerd   Members   -  Reputation: 122

Like
Likes
Like

Posted 16 February 2000 - 05:58 AM

I''ve just implemented rotating, flipping, mirroring and color replacing of bitmaps in GF. These are implemented as slow, initialization time effects that are meant to save some download time and diskspace (paint one image, rotate it to get rotated copies, replace specific colours to get differently coloured images). What other effects do you think I should implement? I can''t think of anything else at the moment...

Sponsor:

#2 SiCrane   Moderators   -  Reputation: 9670

Like
Likes
Like

Posted 16 February 2000 - 02:44 PM

Stretching and skewing are always nice.

#3 javanerd   Members   -  Reputation: 122

Like
Likes
Like

Posted 17 February 2000 - 05:37 AM

Ahh yes, I forgot those. I''ve got the stretching implemented as an "on the fly" thingie, but it would make sense to offer the possibility to do that "off line".

Skewing... Hmm... Any suggestions or better yet API examples how that could be approached (from the game programmers interface point of view). Propably by giving two vectors (one for the "horizontal" and other for the "vertical") that are then used to skew the bitmap?

#4 SiCrane   Moderators   -  Reputation: 9670

Like
Likes
Like

Posted 17 February 2000 - 06:02 AM

One thought is to just allow the function to be passed a transformation matrix. Otherwise passing the basis vectors for the new vector space would be a good approach.

#5 Captain Goatse   Banned   -  Reputation: 100

Like
Likes
Like

Posted 18 February 2000 - 12:21 AM

You could add minor filtering like noise, blur and edge finding, Blur would be ideal to make 2D water effects...

Now I''m leaving to well earned vacation.

#6 javanerd   Members   -  Reputation: 122

Like
Likes
Like

Posted 22 February 2000 - 10:57 PM

Noise, blur and edge finding... Okay, those are doable, but again how would the API look for those? There are different noises, different blurring methods, different edge finding methods and all can be configured with various paremeters? Should I just use the Paint Shop Pro approach and define constants like BLUR, BLUR_MORE, GAUSSIAN_BLUR, MOTION_BLUR, SOFTEN, SOFTEN_MORE.

Or should I offer finer grade of control? One way would be to have the user give the filter matrix that is going to be used and define some of the most common matrixes in the EffectSettings class that I have.

#7 joeG   Members   -  Reputation: 172

Like
Likes
Like

Posted 23 February 2000 - 08:21 AM

How about making your API pluggable. If making different effects pluggable increases the time to do stuff, then optimize the standard effects. Having everything hard coded from first design kind of seems like a bad idea. Use an interface name Effect. In it put a method that will take an Image and then pop the after-effect image out. Just some ideas...

JoeG




Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS