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Same here. And it's even more intriguing for me that it seems to match a lot of my own current game design aesthetics (namely the idea of simple, very low pixel
by goldfeld 13y ago
Same here. And it's even more intriguing for me that it seems to match a lot of my own current game design aesthetics (namely the idea of simple, very low pixel graphics but with high-end light and particle effects). What's more, when browsing for the simplest (yet powerful) sprite editor for my own use, I found Pixen to be the best available option but still I dreamed of a vi-like pixel pusher (I was thinking in terms of having buffers with, say, small reusable sprites which then I could compound to make variations and animations, all accessible through a CtrlP inspired browser.)
- jeapostrophe 13y agoThis is the author. I agree very much with both of you. I assemble all the tiles into texture atlases (and earlier post discusses the technique) and then use a fairly simple shader to render. If you look in the gb/graphics directory [1], then you can see the GLSL code. It was originally coded for OpenGL 3.3 with geometry shaders but I switched to OpenGL 3.00 as a stepping stone to ES 2. The whole model is based on the concept of "SNES Unbound": I want to have effectively infinite numbers of sprites with many layers and any Mode 7 effects with arbitrary scaling and rotations. This is a very small level of expectation of a modern GPU, so I can get about 1,000 FPS on my laptop with millions of sprites, because I only use a single OpenGL draw call per layer. Anyways, I'd be happy to comment or chat more with you. Maybe I should post some screenshots of the editor. Jay 1. https://github.com/get-bonus/get-bonus/tree/master/gb/graphics https://github.com/get-bonus/get-bonus/tree/master/gb/graphi...