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- From: rcarpent@ringer.cs.utsa.edu (Richard Carpenter)
- Subject: Animation Techniques - Q.
- Message-ID: <1992Dec14.181014.6547@ringer.cs.utsa.edu>
- Organization: Univ of Texas at San Antonio
- Distribution: utsa
- Date: Mon, 14 Dec 1992 18:10:14 GMT
- Lines: 57
-
-
-
- I have some graphics questions that I hope someone will be kind
- enough to answer. These questions are in regard to speedy graphics
- using the system. The answers I am looking for need not be extremely
- detailed. What I want are some general ideas on implementing the
- program, such as ideas on how to use the blitter for greater speed, etc.
-
- Set-up :
- --------
- I wish to create a set of routines that will handle an unbounded
- Two-d map on which objects can be moved around. A small portion of the
- map will be displayed on the Amiga's screen at one time. I would like
- to be able to scroll around this map and achieve good performance.
- There can be any number of objects on the map at a time. Also, the map
- will probably contain (of course) a starfield, or possibly some other
- type of permanent (although changing) backdrop.
-
- QUESTIONS:
- ---------
-
- 1. How can I place stars on the map and keep them refreshed without
- storing an entire copy of the stars somewhere? Is there a way?
-
- 2. What would be an efficient way to implement double buffering for
- the objects that will be moved around the screen?
-
- 3. What would be a good way to implement the scrolling playfield. Note
- that there are sections of the screen that are not part of the
- scrolling area. For example, a control panel on the left side of
- the screen.
-
- -------------------------------------------------------------------------
- I HAVE thought on this subject a little, but I can't seem to come up
- with what looks like a nice solution. Here is what I have so far.
-
- o Create two bitmaps for double buffering. Each bitmap will be 1
- 'space' larger than the largest object to be used, so that clipping
- can be done easier. (Of course, if I use an intuition window it will
- handle the clipping).
- o Create horizontal and vertical strips of stars.
- These will be used to blit onto the bitmap for erasing. Both
- horizontal and vertical strips will be needed to handle horizontal and
- vertical scrolling. These can be used to erase old objects with the
- background.
- o Use a linked list of objects to hold all items on the map.
-
-
- Any help will be greatly appreciated. Thanks in advance.
-
- Richard Carpenter
-
- --
- -------------------------------------------------------------------
- Richard Carpenter
- ringer.cs.utsa.edu
- -------------------------------------------------------------------
-