Timeline for PyGame custom isometric engine : caching or not?
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
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| Feb 29, 2012 at 7:55 | comment | added | CGGJE | @Nicos Bolas: I don't think it is the standard procedure for pygame (and probably sdl in general). I know it's what you do with directx or openGL, but it seems necessary in pygame to only update the display for the modified zones. | |
| Feb 29, 2012 at 3:45 | comment | added | Nicol Bolas | @muhuk: Maybe not, but it's a lot easier to do hidden surface elimination with a 3D renderer's depth buffer than in a purely 2D engine. | |
| Feb 29, 2012 at 3:44 | comment | added | Nicol Bolas | @CGGJE: "I don't think redrawing every tile each frame is feasible..." Every game does that. It's standard procedure. | |
| Feb 28, 2012 at 18:29 | comment | added | muhuk | I don't think this answers the question. Sure you can make an isometric game with a 3D engine. But you can't easily convert a tile based game into a 3D one. | |
| Feb 25, 2012 at 14:51 | comment | added | CGGJE | I see your point. But I'm a real hobbyist, and even engines like panda3D look very hard to me, so I'd rather stick to my 2D api (pygame) and look for the best solution... I don't think redrawing every tile each frame is feasible... Thank you for your answer | |
| Feb 25, 2012 at 14:42 | history | answered | DeadMG | CC BY-SA 3.0 |