[SDL] 2D rendering poll, status + addition

Patrick McFarland unknown at panax.com
Thu Sep 26 03:18:01 PDT 2002

For most linux users, anything under 640x480 isnt acceptable because most
XFree drivers dont support anything under that. Abuse for SDL pixel doubles
everything to stretch because of this (instead of displaying at a native res)

320x240 was accptable once. If you are trying to get that 386 Retro feel,
you want that. (Of course, you do have to stretch to 640x480) It is possible,
however, to write the game for a 320x240 res, and then pixel double all the
sprites and graphics and such, and then get (basically) subpixel accurate
graphics due to the fact your actually displaying on 640x480. (Im not sure,
but I heard Abuse for SDL does that)

Now, of course, if this was a 3D game we were talking about, res doesnt matter.

On 25-Sep-2002, IoDream wrote:
> Personally I would prefer 512x384 with 50-60 fps ;)
> Best Regards,
> ^IoDream^
> ----- Original Message ----- 
> From: "David Olofson" <david.olofson at reologica.se>
> To: <sdl at libsdl.org>
> Sent: Wednesday, September 25, 2002 7:23 PM
> Subject: Re: [SDL] 2D rendering poll, status + addition
> On Wednesday 25 September 2002 16:56, Jimmy wrote:
> [...]
> > For example, 30fps wouldn't be adequate for a heavy arcade game like
> > abuse, whereas 30 would be acceptable for an RTS like StarCraft.  In
> > both cases (now anyway) 320x240 (or 200) is too low.
> > So the answer is... both... depending :).  If a game was forced
> > signifigently under 30fps, sacrifice detail like image quality or
> > transparencies for resolution.  I can't think of any case in which
> > 320x240 is acceptable anymore in modern games.
> Right. It's really the last resort, and it's questionable if it's at all 
> worth the time needed for implementing it. Given software rendering 
> support, it's "just" a matter of scaling graphics down, but doing it 
> *nicely* is far from trivial. (One would probably have to use some kind 
> of adaptive high degree interpolation to avoid just blurring all detail 
> away.)
> > That being said, it's impossible to make a visually competitive pure
> > arcade without acceleration, so much of the argument is moot.  (notice
> > I said competitive and pure arcade)
> Yeah. For actual arcade machines, normal PC games (ie "requires P-II 300 
> or faster + OpenGL with at least 32 MB VRAM") and games for new (3D) 
> consoles, software rendering is just not relevant. Well, except for some 
> procedural texture effects, perhaps.
> And of course, for all these personal hobby projects, it's probably 
> better to pick a tool that delivers useful results with reasonable 
> development effort, and just focus on the *game*. Spending months 
> optimizing a software engine that's shot down by the CPU/VRAM bottleneck 
> anyway just doesn't seem very sensible, IMHO.
> //David Olofson --- Programmer, Reologica Instruments AB
> .- Coming soon from VaporWare Inc...------------------------.
> | The Return of Audiality! Real, working software. Really!  |
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> |    The Multimedia Application Integration Architecture    |
> `----------------------------> http://www.linuxdj.com/maia -'
> .- David Olofson -------------------------------------------.
> | Audio Hacker - Open Source Advocate - Singer - Songwriter |
> `-------------------------------------> http://olofson.net -'
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Patrick "Diablo-D3" McFarland || unknown at panax.com
"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd 
all be running around in darkened rooms, munching magic pills and listening to
repetitive electronic music." --Kristian Wilson, Nintendo, Inc, 1989

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