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About invisghost

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  1. invisghost

    SDL Tile/Sprite Based Updating

    Ya, I just tried getting SDL+OpenGL to work, I did but its a little advanced for me. I had no idea what I was doing. I personally like Object Oriented coding rather then just having stuff where ever. I've tried HGE already and found it to be simple enough, but it wouldnt compile :P. I'm looking to support Windows & Linux and using just C++. I'd be willing to lose support for linux to a lib that is really good, but I'd like to support it. I'll look into SFML, is it just like SDL but with better hardware-acceleration?
  2. invisghost

    SDL Tile/Sprite Based Updating

    I mainly meant performance, but I could use some help with converting surface's formats without losing alphas. Are there any SDL Hardware accelerated libs that you would recommend? Obviously SDL+OpenGL is a big one (cause it comes with it) but I haven't heard of the other ones.
  3. invisghost

    Best Game Engine for Indie Game?

    Cant believe this isnt already here, but the Source Engine (http://developer.valvesoftware.com/wiki/Source_Engine_Features) is one of the best engines ever. 3d, 2d, whatever its great. Now thats a big statement and theres plenty to back that up. One of the things that makes it so great is the editing tools, they all have a nice WYSIWYG interface and everything is optimized as much as possible. A major thing is that it is still being actively developed and maintained by a huge team (50 - 100+!) and if you cant tell by L4D & L4D2's success its far from being "Last gen".
  4. I'm a bit new to SDL and I've been working on a 2d engine using SDL for the past few days. I have some of the bare basics done (Image loading, Sprites, Tiles, ect..) I have a "Graphic" class which all other things that are drawn on screen inherit from: class Graphic { public: virtual SDL_Rect* GetDest() = 0; // Gets the Destination virtual SDL_Surface* GetImage() = 0; // Gets the Texture virtual void Draw(SDL_Surface* screen) = 0; // Draws the Texture to the Surface }; I do try and make sure that my surfaces are the same format as the screen (although having some trouble with tiles that have alpha). But I'm having trouble when it comes to clearing and updating my screen. Right now I have it updating everything (positions, input, ai) then having it clear the screen (I've tried both ZeroMemory and SDL_FillRect) and finally redrawing everything. It's quite obvious what that results in (low fps). I know I need to come up with a way to figure out what needs updating and what doesn't. I have both tiles (top and bottom) and sprites on screen so I'm thinking the sprites can be redrawn each frame but then it would also need to redraw the tiles that it intersects with but thats a lot of math per frame so its really complicated. Mainly I'm wondering how some other people have managed to over come this challenge, and if you have any suggestions on what to do.
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