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a lantern, with a crystal in the middle

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EDI

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here we find the lantern in it's natural habitat:


here we find us having the lantern in our possesion,
and thus, casting a cool light radius:


tada! *self applause* =)
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The FPS is kind of low for 2d graphics on a modern computer. How are you drawing your objects in the frame buffer? Are you using an API function to do that, or you have your own routines?
And in order to obtain that blending glowing stuff, you don't read directly from the video memory, right?

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rofl, always somone who talks about our FPS =)

>>The FPS is kind of low for 2d graphics on a modern computer.
my computer is 950 MHZ, 256 MB RAM, Radeon 8500 (i belive)
we lock our FPS to 35, so that is why you arnt seeing '60 fps'

>>How are you drawing your objects in the frame buffer?
we use standard blitting procedures from source images to a back buffer, with stretching, alpha and color blending.

>>Are you using an API function to do that, or you have your own routines?

We use an interface that we developed that gets bound through adaption to a real API, in most of the screen shots you are seeing Direct3D.

>>And in order to obtain that blending glowing stuff, you don't >>read directly from the video memory, right?

no, hehe that would be really dumb (given that the read pipeline is about 10x slower than the write pipeline, we make use of 3D hardware accelleration on the adaptor side.

if i took off our frame limiter we get 60 fps (due to v-sync), but our lighting calculations (we do line tracing for shadows) needs a little work.

also most of these shots are taken in debug mode, we see very big performance boosts when we compile in release.

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Oh, I see :)
In this case, you should not display the FPS in publically released screenshots (it just makes people believe that the game is slow).

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yeah, probably shouldn't, i should make FPS counting toggleable so that we can turn it off when we take a screen shot.

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