Jump to content
  • Advertisement

Simagery

Member
  • Content count

    510
  • Joined

  • Last visited

Community Reputation

732 Good

About Simagery

  • Rank
    Advanced Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Simagery

    The damn devil is in the damn details

    It's a tough call: full 3D or hybrid 2D/3D or full 2D. I understand the decision you're grappling with, EDI, I'm tossing the same thing around in my head right now. Part of me is very tempted to do it pure 2D, but I like the idea of a 3D terrain and some other 3D effects (particle effects, lighting). These obviously have the advantage of being a bit easier for those without artists (like myself). Of course, given a talented 3D modeller, I'd go with pure 3D as it would dramatically increase the amount/quality of the animation (see Silent Storm for an excellent example of a pure 3D "isometric" engine). Considering that Photoshop is my only art tool (that I have any skill using), I'll be doing a hybrid approach. Characters will likely be 100% sprites/2D, with environments being 3D (buildings, terrain, walls).
  2. Simagery

    D3DX stops grey hair

    I assume you've considered this technique for packing lightmaps? Sounds to me like a better, more general solution that what you're doing. Basically a BSP tree for image data. It's my personal preference to handling "image soup." Maybe that's what you're already doing and I'm just not getting it from your examples?
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!