Distort Maps With Collisions

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Post » Fri May 22, 2009 4:37 pm

You can kick and scream all you like, but it's probably not going to happen: firstly, sprites and mesh distortion are made of textured polygons, therefore there is already a way to display textured polygons as you wish. Further, the collisions algorithm would be, as I said, a tricky and time-consuming thing to program. Of course it's possible, but the collisions engine is a highly optimized and low-level MMX based bitmask generator and tester, and would be difficult to adapt. In the same time it would take to do that, we could've done several things useful to 10x as many users. Therefore, it just doesn't make sense to implement it right now.
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Post » Fri May 22, 2009 5:48 pm

Then why don't make a function on sprite meshes that "rasterize" the mesh and transform it directly in a sprite? That would be easy and simple.
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Post » Fri May 22, 2009 6:16 pm

They already make something that does that, its called Photoshop.
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Post » Fri May 22, 2009 6:39 pm

Ok then, make a 40 mb map with Photoshop, then load it as a 7000x5000 sprite! You are very brilliant! :D
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Post » Fri May 22, 2009 6:55 pm

[quote="Genesys":18up5rf1]Then why don't make a function on sprite meshes that "rasterize" the mesh and transform it directly in a sprite? That would be easy and simple.[/quote:18up5rf1]
There are technical reasons why this is a bad idea, essentially that's a massive hack. It would consume additional VRAM, and involve slow transmissions from GPU to CPU over an already bottlenecked bridge. People would complain that it's slow, and there are further technical issues relating to bounding box complications making it not a simple implementation even for that hack.
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Post » Fri May 22, 2009 6:58 pm

[quote="Genesys":10az967j]Ok then, make a 40 mb map with Photoshop, then load it as a 7000x5000 sprite! You are very brilliant! :D[/quote:10az967j]

So a screen grab will somehow magically use less vram?
I dont see why this is so hard to understand, you make lots of little sprites, then import them into the program, and place them where you want them.

Edit:
Yeah what Ashley said.
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Post » Sat May 23, 2009 3:05 am

[quote="Genesys":3rqwi1oy]Then why don't make a function on sprite meshes that "rasterize" the mesh and transform it directly in a sprite? That would be easy and simple.[/quote:3rqwi1oy]
The whole point of the mesh is so that it has z-depth. if you want a sprite, make a sprite. It's not going to be more efficient to turn the mesh into a sprite, It will use the same amount of resources. If you really want to be able to make large textured polygon sprites (bigger than a screengrab will allow), go learn and use a 3d app.

Besides, I showed you a method for easy polygonal level creation with full support for distort map collisions the other day..
http://dl.getdropbox.com/u/1010927/DAVI ... rain98.cap
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