[casual_games] Procedural rendering - again
matthew at fordfam.com
Tue Jan 10 18:47:46 EST 2006
In my own modest way I can testify that once you get several VP6 streams
going, things bog down quickly. It's worth a quick experiment on your part
because I'm sure it's affected by many factors and I am no hardcore tech.
But I had to change directions slightly once I saw how much things started
to drag once I got several vid streams running. It did not seem to be about
the fill rate/surface size; it was the number of streams. That's a lot of
decompression calculation to run, I guess.
I did a quick reality check on the Flash Actionscript forums to make sure I
was not doing anything too dumb and it checked out-- though it was only
From: casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org]
On Behalf Of Jonas Beckeman
Sent: Wednesday, 11 January 2006 4:54 AM
To: 'IGDA Casual Games SIG Mailing List'
Subject: Re: [casual_games] Procedural rendering - again
> JB>> I also wonder what people use for animation compression
> We have just started using FLASH for this in some cases for
> our games in development. It includes a very nice video
I was specifically thinking about *extracting* frames from e.g. Flash's VP6
video. I doubt (but I don't know) that you could have e.g. 50
simultaneous/separate VP6 video streams playing, some going backwards or
jumping between frames, and still have a decent framerate.
Is it possible to extract frames from Flash video to be used as sprites (er,
> JB>> [AGG vectors] Doesn't go well with your graphical style,
> or is the
> process cumbersome?
> Is that a question or a statement?
Let me rephrase that: You say you use vector graphics only rarely. Is that
because normally they don't go well with your style, or because the process
to create/use them is cumbersome?
> The tool in our engine
You mean the runtime vector drawing library? That's AGG, right? I looked it
up, it seems very capable. I'm investigating if I can use it for my Flash
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