What's kind of this technology such as moving pixels?

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Post » Mon May 25, 2015 7:21 am

Take a look at this game

https://butcher.thd.vg/

I have no idea what's technology is using as blood splatters, lava, logo, screen transition, etc. It can handle million of moving pixels.

Do you have an idea what's using this?
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Post » Mon May 25, 2015 7:50 am

Holy crap. That was fun! For splatter? It could be sprites for the gore and particles for the blood splatter. Particles for the small lava pixels as well, I'm guessing. How the bits of body parts go flying everywhere when the player kill an enemy, it seems to be physics.

Anyways, these are assumptions. I found it fun.
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Post » Mon May 25, 2015 2:19 pm

Its just pixels, there are no sprites. No individual objects other than the pixel.
My guess is the html5 canvas array with lots of tricks, and work, and math.
Sadly, C2 is probably a bit too bloated to do this.
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Post » Mon May 25, 2015 2:26 pm

Liero had a similar technology for blood and projectiles. Good times. My bet is that it's particles bound by physics.
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Post » Mon May 25, 2015 7:06 pm

Looking at the source it uses a pixel array of the canvas and set's pixels individually for all drawing. It doesn't use any of the higher level stuff such as drawImage like most other games in html5 uses. In that regard it's very different than C2. The advantage is it can do those oldschool pixel effects like old dos games, for example the level transition and the dripping blood. Also do to it being low res without any scaling or rotation, per-pixel collisions can be used everywhere. The disadvantage is it has to be low res to keep up the performance, and there is no rotations or scaling of the sprites. Also no doubt they do a lot of tricks to keep things as fast as possible.

What I got out of it that we might be able to use in C2 is a way to access pixels individually. The canvas kind of does this but things are inefficient. Basically reading pixels is pretty slow but it's much faster to write pixels, although it's probably not compatible with html5's other drawing methods. So maybe a plugin that allows you to manipulate an array of pixels that you can then copy to a texture. Only if events had zero overhead would it perform as well.
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Post » Mon May 25, 2015 9:45 pm

A shader could do the drawing maybe, but how to get the collisions?
Point by point in events?
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Post » Mon May 25, 2015 9:59 pm

Effects could probably do some of the pixel effects. The collisions would still need the pixels read from the image, effects are of no use for that. You can read the pixels now using the canvas. It's kind of slow as it is but if you read it ahead of time into arrays (this doesn't even need to be done in game) and just compare all overlapping pixels from the arrays.
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Post » Sat May 30, 2015 9:51 am

R0J0hound wrote:So maybe a plugin that allows you to manipulate an array of pixels that you can then copy to a texture. Only if events had zero overhead would it perform as well.


If only there was someone who could create such a plugin :)
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Post » Tue Jun 02, 2015 8:16 pm

playable.
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Post » Tue Jun 02, 2015 10:12 pm

R0J0hound wrote:Looking at the source it uses a pixel array of the canvas and set's pixels individually for all drawing. It doesn't use any of the higher level stuff such as drawImage like most other games in html5 uses. In that regard it's very different than C2. The advantage is it can do those oldschool pixel effects like old dos games, for example the level transition and the dripping blood. Also do to it being low res without any scaling or rotation, per-pixel collisions can be used everywhere. The disadvantage is it has to be low res to keep up the performance, and there is no rotations or scaling of the sprites. Also no doubt they do a lot of tricks to keep things as fast as possible.

What I got out of it that we might be able to use in C2 is a way to access pixels individually. The canvas kind of does this but things are inefficient. Basically reading pixels is pretty slow but it's much faster to write pixels, although it's probably not compatible with html5's other drawing methods. So maybe a plugin that allows you to manipulate an array of pixels that you can then copy to a texture. Only if events had zero overhead would it perform as well.


After of reading this post, it was useful information, it makes me wonder you're capable to write a plugin to access pixel array, based from canvas plugin.

Do you think are you able to do it? sorry if it's too impolite to ask you to make a plugin.
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