• Advertisement

Archived

This topic is now archived and is closed to further replies.

What could a 2D engine be made of?

This topic is 5057 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I understand that a 3D engine could consist of lots of things, but what might a 2D engine be made of? An Image Blitting function , thats the only thing i could think of for a 2D engine. I mean, what could be put in it.

Share this post


Link to post
Share on other sites
Advertisement
Input, Sound, 2D Physics, Particle System, Lighting, Resource Manager, etc.

edit: It depends on what kind of 2D game you're thinking of when you say 2D. Pac Man is 2D, but then so is Diablo II. D2 has a lot of fancy features that make it look cool.

MindEngine Development
http://medev.sourceforge.net

[edited by - neurokaotix on April 14, 2004 3:36:52 PM]

Share this post


Link to post
Share on other sites
2D 'engines' can consist of numerous things. Its not merely a case of whats displayed but a case of HOW its displayed. Taking Super Mario 3 as an example, you have various layers which mean that certain objects are drawn before others. In Super Mario 1 a lot less layers were used.

Then you also have a means of detecting collisions and how to deal with various events. An engine isnt just the way it looks, its also the way it plays.

Worship the holy trinity that is Blitz, Babes and Beers!

[edited by - Neo Genesis10 on April 14, 2004 3:36:55 PM]

Share this post


Link to post
Share on other sites
I would guess they're made of 1's and 0's.

(Sorry for the stupid post.)

[edited by - Cyber-Ace on April 14, 2004 4:04:54 PM]

Share this post


Link to post
Share on other sites
Just like a any other game engine, it would be (mostly) made of love.

Share this post


Link to post
Share on other sites
What a 2D engine consists of I think is directly related to the underlying API - a DirectDraw based 2D engine would probably have methods to setup initialise DD, create the primary/back buffers, setup the clipper/palette etc whereas an SDL based engine would not have that functionality.

You can''t really go wrong with sound, image handling, sprites,fonts and simple physics which are pretty much the core of any 2D game your likely to make.

Share this post


Link to post
Share on other sites
quote:
Original post by neurokaotix
xaxa you so crazy.


Do you think? I think it takes a lot of love to write (and finish) a good game engine.

Share this post


Link to post
Share on other sites
this thread turn pretty romantic I like it.

----------------------------------------------
"I''ve never dared handle it, but I''ve seen it. Felt its power. Christ the Man Jesus help me, I have Black Thirteen under the floorboards of my church. And it''s come alive!"

Oh and my website www.blossomsoft.com

Share this post


Link to post
Share on other sites
quote:
Original post by neurokaotix

You really are a bastard.




yes, you would know, mom...

Share this post


Link to post
Share on other sites
Todays 2d engines are often based on a 3d API like Direct3D or OpenGL...
A good 2d engine covers: rotations, scaling, transparency, image loading, optimization, z-order management, positioning over anchors, text rendering, particle effects, .....

There are many things ;-)


Have fun
Bunnz
Purple#, a shader-driven game engine for .NET.


[edited by - Bunnz on April 15, 2004 5:28:36 PM]

Share this post


Link to post
Share on other sites
Which leads to a question I''ve been having in my mind for a while now... how on earth do you rotate or scale images in a 2D foundation, say SDL? I just don''t see a way to inherantly do it. I mean, maybe you could take all the pixels of an image and do some rearranging, but that can''t possibly be the solution I''d think. Anyone know the answer to this?

Share this post


Link to post
Share on other sites
heh i remember one of the cool features that nintendo boasted about on the snes was it could do sprite rotation and scaling. And i tell you what, they certainly made use of it in supermario world. i think every boss you fought scaled/rotated in some way.

Share this post


Link to post
Share on other sites
The simple solution to scaling and rotation is to use a polygon, glue a texture on it and rotate it like you would do in a 3d engine ...


Have fun
Bunnz
Purple#, a shader-driven game engine for .NET.

Share this post


Link to post
Share on other sites
Yeah rotating only works with opengl and direct3d (not sure about directdraw)
Maybe it is possible in allegro too.

It is not possible with SDL. But you could make rotation animations

less than satisfying ... I know

Share this post


Link to post
Share on other sites
I don't think there's a real difference between 3D and 2D engines... of course that 3D engines use one more dimension :-}
quote:
Originally posted by Clueless:
Maybe it is possible in allegro too


It is, among other cool things, like scaling, texture mapping, blending...

[edited by - Xerxes on April 16, 2004 3:51:21 AM]

Share this post


Link to post
Share on other sites
Good to know ... thanks Xerxes.
Maybe I''ll take a closer look at Allegro.

There are sooo many 3d engines. I can''t find a decent 2D engine though.
And I''d prefer using a 2D engine because the filesize would be smaller.

But I guess I expect too much (at least not just Image Blitting)
The only one I know of is ZEngine and I don''t like the whole SDL library chaos.
(I''m a fan of NeoEngine ... but 14MB are a bit much for 2d projects)

---
Tolop

Share this post


Link to post
Share on other sites

  • Advertisement