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ThoriumLabs

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About ThoriumLabs

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  1. Wow! Thanks! Around this point, I think I'll just try and make sprites dynamic. I really want that control over it, but I may be able to pull this out without the user telling a difference.
  2. Could I update bufferedimage at 60 frames per second? Right now I'm using a bunch of quads at full HD, and it's blistering slow, I can only imagine the speeds on consoles. I could scale them up to retain manageablility. At full resolution on a full HD monitor (1920 x 1080), that's 2073600 quads, or "pixels" at one time. That's crazy great and all, but could I load that many quads and update them individually? Is is a better idea to use libraries on C++ for this?   Also, would I be better off using LWJGL and using sprites as buildings and characters, moving them on a pixel grid? Is that possible?   Thanks, Thomas
  3. Hey guys! My name is Thomas from Thorium Labs, and I have a question for you all.   I'm planning on making a game based on pixel art. I want to simulate it with real-size pixels. I'm trying to create an engine that will allow me to update the pixels quickly and efficiently. If a boss comes along, I update the pixels. If the scene changes, I update the pixels.   Do any of you people know efficient methods (or libraries) for making a "pixel canvas" like this in Java or C++?   Thanks, Thomas
  4. ThoriumLabs

    When to Recruit

    Thanks a bunch! This helped me quite a bit!
  5. ThoriumLabs

    When to Recruit

    I'd like to know this as well! Any help here would be appreciated!
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