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Sprite Engine Suggestions

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Gordon Henriksen

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Dec 9, 1995, 3:00:00 AM12/9/95
to
I'm planning for my own use a sprite engine that includes buffering, dirty
rectangle calculations, parallax scrolling, span algebra, and
run-length-encoded (RLE) sprites with some space saving tweaks. I'm
programming in C/C++ for the Mac with perhaps some MC680X0 or PPC
assembly. Anyone who has any experience with this or similar problems and
would like to make suggestions based upon that experience, I would love to
hear them. If you program another platform or language, don't let that
stop you from responding to platform or language independent issues.
Please reply via e-mail if possible. Thank you for your time, interest,
and suggestions.

TTFN,
Gordon Henriksen
gor...@micron.net

Jean-Francois Brouillet

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Dec 11, 1995, 3:00:00 AM12/11/95
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In article <gordon-0812...@cs001p09.ket.micron.net>,
gor...@micron.net (Gordon Henriksen) wrote:

Check out SpriteWorld (in source!) or consider using QuickTime 2.1 sprites...

--
Jean-Francois Brouillet ve...@micronet.fr
Macintosh Software Developer verec...@eworld.com

Ingemar Ragnemalm

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Dec 12, 1995, 3:00:00 AM12/12/95
to
ve...@micronet.fr (Jean-Francois Brouillet) writes:

>In article <gordon-0812...@cs001p09.ket.micron.net>,
>gor...@micron.net (Gordon Henriksen) wrote:

>>I'm planning for my own use a sprite engine that includes buffering, dirty
>>rectangle calculations, parallax scrolling, span algebra, and
>>run-length-encoded (RLE) sprites with some space saving tweaks. I'm
>>programming in C/C++ for the Mac with perhaps some MC680X0 or PPC
>>assembly. Anyone who has any experience with this or similar problems and
>>would like to make suggestions based upon that experience, I would love to
>>hear them.

>Check out SpriteWorld (in source!) or consider using QuickTime 2.1 sprites...

Or SAT, SpriteEngine or Graphic Elements... but neither does what the
poster asked for. Mick Foleys chapter in Tricks Of The Mac Game Prog Gurus
is a hotter tip for encoded sprites.

Speaking of QT sprites, as I've understood them (from the release notes,
I havn't had time to do any programming) they are designed for improving
QT movie compression, and not for making games. That doesn't necessarily
mean that you can't, but... have you?

--
---
Ingemar Ragnemalm, PhD
Image processing, Mac shareware games
E-mail address: ing...@isy.liu.se or ing...@lysator.liu.se

Bill Catambay

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Dec 12, 1995, 3:00:00 AM12/12/95
to
In article <4ajif9$2...@newsy.ifm.liu.se>, ing...@lysator.liu.se (Ingemar
Ragnemalm) wrote:

> ve...@micronet.fr (Jean-Francois Brouillet) writes:
>
> >In article <gordon-0812...@cs001p09.ket.micron.net>,
> >gor...@micron.net (Gordon Henriksen) wrote:
>
> >>I'm planning for my own use a sprite engine that includes buffering, dirty
> >>rectangle calculations, parallax scrolling, span algebra, and
> >>run-length-encoded (RLE) sprites with some space saving tweaks. I'm
> >>programming in C/C++ for the Mac with perhaps some MC680X0 or PPC
> >>assembly. Anyone who has any experience with this or similar problems and
> >>would like to make suggestions based upon that experience, I would love to
> >>hear them.
>
> >Check out SpriteWorld (in source!) or consider using QuickTime 2.1 sprites...
>
> Or SAT, SpriteEngine or Graphic Elements... but neither does what the
> poster asked for. Mick Foleys chapter in Tricks Of The Mac Game Prog Gurus
> is a hotter tip for encoded sprites.
>

I just bought that book. Any advice for which chapters are the hottest,
which I should leave last on my list to read. I don't have the kind of
time to read the whole thing, so I'd like to know the hot spots. Thanks.

_____________________________________________________________________
Bill Catambay
Pascal Programmer on Macintosh and Open VMS

/>
// The purpose of software engineering
(//////[O]>=========================================-
\\ is to manage complexity, not to create it.
\>

____________________________________________________________________

Marathon lovers: Check out Devil in a Blue Dress, a 20-level custom map scenario with integrated story now available at:

ftp://ftp.amug.org/incoming/_marathon/devil.in.a.blue.dress.12.hqx -or-
ftp://wmj.ese.ogi.edu//pub/mac/entertainment/marathon/combo/
devil.in.a.blue.dress.12.hqx

It's also available at all info-mac, umich, and rascal mirrors...

On the web:

http://www.ese.ogi.edu/pub/entertainment/marathon/combo

Bill Catambay

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Dec 13, 1995, 3:00:00 AM12/13/95
to
In article <johnb-13129...@slip178.hk.super.net>,
jo...@hk.super.net (John W. Blackburne) wrote:

> In article <bill-12129...@129.197.20.15>,
> bi...@clavin.lmsc.lockheed.com (Bill Catambay) wrote:
>
> :(Re: Tricks Of The Mac Game Prog Gurus)
> :I just bought that book. Any advice for which chapters are the hottest,


> :which I should leave last on my list to read. I don't have the kind of
> :time to read the whole thing, so I'd like to know the hot spots. Thanks.
>

> I got it, started reading through, but quickly got bored as there wasn't
> much I didn't know already. I then read through all the end-of-chapter
> interviews and thought they alone made the book worth getting. Of the
> chapters proper most interesting to me were any user interface principles
> bits and the one on sound, the latter probably because of my inexperience
> with sound programming. Also the notes on Glypha III were well worth
> reading. The Networking and QD3D chapters were about the worst, as they
> could only skim the surface of their topics.
>

Thanks for the info.

_____________________________________________________________________
Bill Catambay
Pascal Programmer on Macintosh and Open VMS

/>
// The purpose of software engineering
(//////[O]>=========================================-
\\ is to manage complexity, not to create it.
\>

____________________________________________________________________
Marathon lovers: Check out Devil in a Blue Dress, a 20-level custom map scenario with new story and plots.

John W. Blackburne

unread,
Dec 13, 1995, 3:00:00 AM12/13/95
to

:(Re: Tricks Of The Mac Game Prog Gurus)
:I just bought that book. Any advice for which chapters are the hottest,
:which I should leave last on my list to read. I don't have the kind of
:time to read the whole thing, so I'd like to know the hot spots. Thanks.

I got it, started reading through, but quickly got bored as there wasn't
much I didn't know already. I then read through all the end-of-chapter
interviews and thought they alone made the book worth getting. Of the
chapters proper most interesting to me were any user interface principles
bits and the one on sound, the latter probably because of my inexperience
with sound programming. Also the notes on Glypha III were well worth
reading. The Networking and QD3D chapters were about the worst, as they
could only skim the surface of their topics.

John
--
John Blackburne, jo...@tempest.net.hk
Programmer Asia, Inc. Online: http://www.asia-inc.com
Technology consultant and trainer: http://www.hk.super.net/~johnb

Ingemar Ragnemalm

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Dec 14, 1995, 3:00:00 AM12/14/95
to
bi...@clavin.lmsc.lockheed.com (Bill Catambay) writes:

>In article <4ajif9$2...@newsy.ifm.liu.se>, ing...@lysator.liu.se (Ingemar
>Ragnemalm) wrote:

>> Or SAT, SpriteEngine or Graphic Elements... but neither does what the
>> poster asked for. Mick Foleys chapter in Tricks Of The Mac Game Prog Gurus
>> is a hotter tip for encoded sprites.

>I just bought that book. Any advice for which chapters are the hottest,


>which I should leave last on my list to read. I don't have the kind of
>time to read the whole thing, so I'd like to know the hot spots. Thanks.

That depends on what you need. All chapters have something to say to someone.
I don't think there is any one chapter that is a "must read" to ALL. If you
need graphics, read about graphics, if you need sound, read about sound.

Yves Schmid

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Dec 20, 1995, 3:00:00 AM12/20/95
to
Gordon Henriksen wrote:
>
> I'm planning for my own use a sprite engine that includes buffering, dirty
> rectangle calculations, parallax scrolling, span algebra, and
> run-length-encoded (RLE) sprites with some space saving tweaks. I'm
> programming in C/C++ for the Mac with perhaps some MC680X0 or PPC
> assembly. Anyone who has any experience with this or similar problems and
> would like to make suggestions based upon that experience, I would love to
> hear them. If you program another platform or language, don't let that
> stop you from responding to platform or language independent issues.
> Please reply via e-mail if possible. Thank you for your time, interest,
> and suggestions.
>
> TTFN,
> Gordon Henriksen
> gor...@micron.net

You should try the Animation Class Library V2.1:

This C++ Library supports: buffering, dirty rectangle, tilemap scrolling (parallax
scrolling is not supported yet), encoded sprite, real time collision checking at pixel
precision, sprite control. Also it includes a complete multimedia frameworks which
supports sound, display and a lot more... You can find a demo on CodeWarrior CD7.

For more informations send me an e-mail.

Regards,

Yves - Playground.

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