| Compiled Sprites
By storing the data that makes up the sprite as machine code, you can achieve very fast
drawing speeds. The downside is that the amount of data that needs to be stored is much
higher than for other types of sprites. The tradeoffs and an implementation is
discussed here.
Manipulations:
Saving, Loading, and Copying
With the ability to save and load a sprite, you are given a number of different options.
Instead of having to regenerate the data in a sprite at run time, it can be done ahead
of time and loaded from disk at run time. This is how all good programs are written.
In this article, we examine some fundemental procedures.
Animation:
Double Buffering and other useful things
In our previous examples, we have found that there is an unexceptable amount of flicker
present. This article examines one great way of solving this problem: Double
buffering.
- Created by Chris Lattner
- Last modified on Wednesday, 13-Sep-2000 12:19:22 PDT
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