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Re: A few questions about lite-C game development [Re: kmega00] #431439
10/16/13 08:16
10/16/13 08:16
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
It just works fine for me, even in A7. I just opened SED, created an empty file, copied your code and it worked.

Re: A few questions about lite-C game development [Re: oliver2s] #431444
10/16/13 09:16
10/16/13 09:16
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Yup, worked for me too, straight copy and past then save and run...

Re: A few questions about lite-C game development [Re: oliver2s] #431450
10/16/13 10:06
10/16/13 10:06
Joined: Oct 2013
Posts: 21
K
kmega00 Offline OP
Newbie
kmega00  Offline OP
Newbie
K

Joined: Oct 2013
Posts: 21
Originally Posted By: oliver2s
It just works fine for me, even in A7. I just opened SED, created an empty file, copied your code and it worked.

Originally Posted By: Nems
Yup, worked for me too, straight copy and past then save and run...

It now works for me also smile
I tried it again but this time I saved the script into the work dir instead of the GStudio 7 dir and also made sure it was the only script file opened.

On another topic:
I was thinking that a game would render faster with fake 3D models using 2D Sprites instead of models. For instance if I built two 6 sided space ships (front,back,top,bottom,left,right), one built through WED and the other built from 6 sprites that came together to simulate a 3D ship but all 6 sprites would have to update their angles and position every frame in order to keep their 3D looks.

Would the 6 sprites boxed together and updating their angles and position every frame render faster then an actual 3D space ship model?

Re: A few questions about lite-C game development [Re: kmega00] #431454
10/16/13 11:02
10/16/13 11:02
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
This fake 3D sprite ship approach sounds like a really bad idea to me, sorry. Just use a 3D model instead, if you keep the polygon count low it will even render faster than 6 sprites because the engine and the culling algorithm only have to consider one entity and you don't have to update angles and the like.


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