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I don't find it odd that it's 2D. The game only needs paperdolling and scrolling, which are easily built with native Flash APIs. It makes sense that they'd st
by chipsy 16y ago
I don't find it odd that it's 2D. The game only needs paperdolling and scrolling, which are easily built with native Flash APIs. It makes sense that they'd start with the naive case and end up with a performance problem as the total character load builds and each one grows more complex.
What is odd is that they somehow decided that the server is burdened with sending a finished spritesheet over the wire, instead of having the client composite and cache them. That would reduce their load down to sending the paperdoll parts, which will be about as tiny as any textured 3D model. With some work to space out the compositing process over multiple frames, the CPU burden during caching would be negligible.
Edit: Read it again, looks like they actually were caching on the client before. Too bad; just switching to Molehill and compositing in real-time with textured quads might have been enough.