Timeline for 2d very large tile based game, zoom and pan considerations
Current License: CC BY-SA 3.0
4 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Sep 21, 2011 at 14:33 | vote | accept | BetaScoo8 | ||
| Sep 21, 2011 at 14:33 | |||||
| Sep 21, 2011 at 13:27 | comment | added | XGouchet | No you just need to draw the object corresponding at the current zoom level. When animating the zoom, fade in/out the image while changing the zoom | |
| Sep 21, 2011 at 13:14 | comment | added | BetaScoo8 | I'll investigate this, but I wonder how this would work with animating the objects (probably should have made that more clear in the question) would I need to draw the objects to a particular bufferimage for each zoom level? seams a bit wasteful of resources or am I missing something? | |
| Sep 21, 2011 at 13:04 | history | answered | XGouchet | CC BY-SA 3.0 |