Thank you very much for your answer, joe !
I an going to join on the game list.
I had not thought of it because I use spritesurface for the interface
of a business software.
I had begun to use canvas, then I began again everything by using the
spritesurface, I found that more fun and that seemed to give me more
possibilities !
I read RB developer 1.1 article and I hesitated a lot to use RB3D.
But finally i did not make it : I was afraid that it is too much
complicated and especially that the software is too slow.
I read that the speed of the app depended on the number of 3D sprites
shown in the screen even if there was only one 3D Sprite which was
animated.
My project is to make a business software, it should indeed work on
400Mhz G3/G4.
Spritesurface seemed to me so a good compromise.
I am satisfied, but a little disappointed of the speed animation on my
powerbook 400Mhz G4 .
I download Armageddon !
Thank you very much
ps : superspritesurface seems very well but it does not work on
windows, and my app should work also on windows.
It(he) seems very well but it(he) does not work on Windows, and my
application should work also on Windows
Le 18 mai 04, à 15:53, Joseph J. Strout a écrit :
No, the SpriteSurface's inner workings are not going to be affected by
how you construct or manipulate your images.
However, if you want something that's *like* a SpriteSurface, but is
not actually the SpriteSurface control, then you have a lot of
options. You could do it yourself in a Canvas as described in RB
Developer issue 1.1. You could use an Rb3DSpace (also described
there, and demonstrated by Armageddon for example [1]). You could
make use of a something like John Balestrieri's "SuperSpriteSurface"
module (though that currently runs only on the Mac).
You might want to join the realbasic-games list for discussion about
the best way to approach your sprite project.
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