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Screen resolutions |
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kick52 (14:24 28/5/2001) johnstlr (08:29 29/5/2001) kick52 (11:39 29/5/2001) ToiletDuck (11:44 29/5/2001) johnstlr (12:57 29/5/2001) kick52 (15:29 29/5/2001) johnstlr (16:51 31/5/2001) kick52 (20:25 31/5/2001) johnstlr (07:47 1/6/2001)
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Tim Brook |
Message #86375, posted by kick52 at 14:24, 28/5/2001 |
Member
Posts: 87
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How do the ARM7500 computers, (A7000, Mico, RiscStation etc.) handle 800x600 16 bit colour modes? I'm writing a small game (no info or promises yet). It's more as a test than anything else at first. It's not a fast action game so fps isn't much of an issue. I don't have access to any of these computers and don't know how realistic view an SA RiscPC without VRAM gives of this. Would I have to settle for fewer colours or lower resolution? |
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Lee Johnston |
Message #86376, posted by johnstlr at 08:29, 29/5/2001, in reply to message #86375 |
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Posts: 193
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I think it might be an idea to give us some idea of what kind of game it is (I assume full screen). IIRC The current test of EMD runs in 640*480 in 256 colours. I don't think any of the members of VOTI have access to a RiscStation to try it out but I suspect it may struggle a bit. In this case 800*600 in 16bpp is probably going to place a fair amount of strain on an ARM7500FE machine. Note though that EMD is aiming for a 25 fps / update. |
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Tim Brook |
Message #86377, posted by kick52 at 11:39, 29/5/2001, in reply to message #86376 |
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Posts: 87
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It's not an action game at all, but it is full screen. All the computer needs to be able to do is handle mouse movements and occasional screen update. There's hardly any animation on the screen most of the time and in the few instances there is any "animation" it's basically an updated text or sprite every now and then. FPS is no issue what so ever.I'm not ready to let anyone know just yet what the game will be about until I'm sure I'll have time to at least get something on screen. Currently I'm only looking at ways to implement the underlying engine so there's probably at least a year until I get it to a running state and some more time until I can think of releasing anything so don't hold your breath for a new game The game is more of a learning process for me, C++ event handling and generating is the main issue, C++ programming on RISC OS the second and finally the game itself but the aim is to release it none the less. |
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Mark Quint |
Message #86378, posted by ToiletDuck at 11:44, 29/5/2001, in reply to message #86377 |
Quack Quack
Posts: 1016
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in that case 800x600 should be fine. |
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Lee Johnston |
Message #86379, posted by johnstlr at 12:57, 29/5/2001, in reply to message #86378 |
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Posts: 193
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I agree with Mark - shouldn't be a problem from what you describe. Good luck with it. |
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Tim Brook |
Message #86380, posted by kick52 at 15:29, 29/5/2001, in reply to message #86379 |
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Posts: 87
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Thanks both of you, now I can start thinking of realistic design. |
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Lee Johnston |
Message #86381, posted by johnstlr at 16:51, 31/5/2001, in reply to message #86380 |
Member
Posts: 193
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Something that I'd forgotten about that came up on the RiscGuiLib mailing list recently is a postscript paper on the Reactor design pattern for event management and dispatching http://www.accu.org/acornsig/public/classlibrary/ Scroll right to the bottom and choose the link on the Reactor design pattern - you might find it interesting. |
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Tim Brook |
Message #86382, posted by kick52 at 20:25, 31/5/2001, in reply to message #86381 |
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Posts: 87
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Thanks a million! Where can I join the RiscGuiLib mailinglist? I'm interested! |
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Lee Johnston |
Message #86383, posted by johnstlr at 07:47, 1/6/2001, in reply to message #86382 |
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Posts: 193
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The project home page is at http://www.ph.ed.ac.uk/~rab/ro-guilib/ |
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