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878060 Posts in 32904 Topics- by 24325 Members - Latest Member: hoplite21

May 21, 2013, 04:32:39 AM
TIGSource ForumsDeveloperFeedbackDevLogsBreaker Space - Break-Out meets Shmup
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Author Topic: Breaker Space - Break-Out meets Shmup  (Read 4172 times)
nihilocrat
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« Reply #15 on: April 14, 2009, 05:19:35 PM »

Interesting idea, and very promising results. I would have never thought of bump-mapping a sprite, it's a cool idea and I'm sure in action it looks awesome.

You have a very industrious attitude and I notice you learned pyglet in a short amount of time. I'm sure anything you make is going to turn out great.
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Lynx
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« Reply #16 on: April 14, 2009, 11:41:46 PM »

I wish I were actually that industrious!  The bump-mapped sprite does look good, but I've been at a loss how to optimize it so that I can have a bunch of them in the scene at a time.  OpenGL is black magic to me - repeat the ritual, wave the chicken, maybe it will work.

I've noticed some annoying bugs in the PyCollada importer I'm using, which I'm not sure whether they're the importer's fault.  If you define a component in SketchUp, then copy it several times at different rotations, they appear at incorrect rotations in the program.

I may revert to using simple sprites for a while and work on other issues for a while in the name of prototyping gameplay faster.

Other issues include the ever-present struggle to create a useful and programmer-friendly GUI system.  I've got a rudimentary dialog system, but it doesn't match up well with the simple game menus and file select menus I've been using.  This may wind up in 'yet another rebuild of the game engine from scratch', but that's not really a bad thing since the engine is still small.

So, I appreciate the kind thoughts, they help me stay motivated. Smiley
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« Reply #17 on: October 26, 2009, 07:41:22 AM »

I hope you're still working on this game, I think the idea is fantastic.
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« Reply #18 on: October 26, 2009, 08:33:14 AM »

Ya - the bump mapped sprite thing is something that  a friend and I have been meaning to try but haven't had time yet.

I'd love to see a vid of this in action.  Are you going to add a ton of lighting effects to capitalize on it?
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« Reply #19 on: October 26, 2009, 04:30:24 PM »

It's been in hiatus for a while, I've been trying to finish up work on a reusable GUI library for pyglet!  http://code.google.com/p/kytten/

After that, as far as bump-mapped sprites go, I would want to make that into a reusable library as well.  What I'm most wary of is winding up with something that's painfully slow.  The more graphic rendering code that's in Python, as opposed to being fed into OpenGL, the slower the engine will be, so groups of flat-rendered sprites are relatively quick to draw, but drawing many individual sprites with lighting passes on each one could be potentially very slow.

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