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Author Topic: 2D plaform engine I'm working on (uses OpenGL)  (Read 3315 times)
Lachie Dazdarian
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« Reply #15 on: November 21, 2008, 04:51:23 PM »

I was responding to rolliebollocks.

Of course I will add particle and lighting effects (which really don't have anything with 3D, per se). Shees, you people are really stuck on that. Tongue
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« Reply #16 on: November 21, 2008, 05:41:29 PM »

I recently downloaded the triplane turmoil 2 demo, thinking it might be 3d. But it was a 2d game on a 3d surface, I don't see why you'd have a 3d game that only uses 2 dimensions for gameplay. What a load of fluff.
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Lachie Dazdarian
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« Reply #17 on: November 21, 2008, 05:46:50 PM »

Is it a 2d game or a 3d game? You called it both. I think it's a 2D game, and it doesn't matter how it's done, as far as I care. OpenGL <> 3D game design.
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« Reply #18 on: November 21, 2008, 06:57:30 PM »

You should always take advantage of the graphics library you use.
In FBGFX, that meant a lot of alpha-blending, and using multiput's scaling, but not attempting things like fire effects or distortion.
In OpenGL, for example, you can do 3D explosion effects without any of your main graphics being 3D, and lighting / reflections should be easy to since I think they are built-in.
So it'd be a loss to not do things like that; that's the awesomeness I referred to in my first post, as the screenshot doesn't have anything FBGFX couldn't do.
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codezer0
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« Reply #19 on: November 21, 2008, 08:16:21 PM »

Solution: Use FBGFX
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BadMrBox
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« Reply #20 on: November 22, 2008, 03:26:03 AM »

If a game is made with 3d but constructed like a 2d game then it's commonly called 2.5d.
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« Reply #21 on: November 22, 2008, 06:37:12 AM »

A 2D Game in a 3D environment is simply a way to add more flexability to said game allowing for 3D manipulations of 2D graphics and such. On a similar note I have plans to (eventually) make a 3D game designed to look 2D, call me crazy if you like, but the way its set up is so that the graphics are 3D with a 2D style camera view giving it an old school feel.

Just because you are using a library that can handle a lot more than what you are doing doesn't make you wrong, it just means you want to be flexible. To tell someone they should be taking full advantage of something as robust as OpenGL is kinda crazy, no one would ever finish an FB game with OpenGL with that thinking.
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Lachie Dazdarian
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« Reply #22 on: November 22, 2008, 11:24:18 AM »

Actually, the main reason I'm using OpenGL is because of hardware acceleration. I just thought this piece of information is relevant when describing the engine. I doubt I will end up using some functionality I wouldn't be able in FBGFX, but like I said, hardware acceleration is the main reason.
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KristopherWindsor
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« Reply #23 on: November 22, 2008, 04:41:40 PM »

Well, that may help you, although I found that FBGFX was fast enough (for my breakout game) since I allowed a variable screen size.
It runs at 320 * 240 in 600MHz, and can run at > 1024 * 768 on a new computer.
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