Tue, 07 Nov 2000 Mattias Engdeg?rd wrote:
Well, it depends on whan kind of visual effects you want to use. If there is
multilevel parallax scrolling and lots of translucency, hardware acceleration
will be required anyway. Why should 2D games look like they did 5 years ago,
just because they’re 2D…?
True, but the design space is very far from exhausted, and I think the
Very good point there!
Also, it seems that gameplay is still lower priority than audiovisual effects
in a great deal of the new games; an effect that hit the 16 bit machines real
hard when they arrived, and seems to have returned now, and is continously
maintained by the evolution of 3D technology.
variety of hardware in use is greater today than 5 or 10 years ago.
Lowest end today are 486:es, old workstations and Macs (both of which
tend to stay around for much longer than their PC counterparts),
orders of magnitude slower than cutting-edge hardware. And they run
many SDL games just fine (like Maelstrom).
My reasoning behind hardware scrolling support was to incorporate single level
full screen scrolling games in this class - not to provide faster acceleration
(which is not even possible) for games that need heavy blit acceleration anyway.
Is it being incompetent or being realistic not to write two very different
engines that will most likely require special versions and/or heavy
preprocessing of some or all of the data? At some point, you’ll have to
redesign the game in order to make it run and still be playable on low end
machines… unless you simply ignore the existence of powerful machines and
users who like a massive visual impression.
Let me get this straight here: I have nothing against the use of openGL
for (visually and/or gameplay-wise) 2D games — in fact, I think it is
good to find some serious use of 3D hardware for a change; otherwise
people will just use them for silly “3D” games.
What I do object to is lazy use of more hardware than the game really
requires; this is no different from bad coding causing a tetris clone
to require a 500MHz Rectium, since that is what the developer had,
though he lacked any sense of proportions. (This is by no means
restricted to games — why do we need lots of cpu/RAM to run a mere
web browser these days?)
I absolutely agree here. The reason I want to use 3D acceleration is that I’ve
investigated doing what I want all in software, and realized it’s just not
realistic, if at all possible. Since I’m into fast scrolling games, even
implementing a crappy looking software engine would require heavy
optimization - it’s a lot harder than I first expected when I compared the
power of current machines to what there was in the 8 and 16 bit machines…
And if the game could run perfectly well without OpenGL, except for a
particular cute visual effect that the developer fell in love with,
wouldn’t it be wise to drop that effect, or make it optional, instead
of requiring 3d hardware? It would broaden the target audience, and
give old or small boxes an extra unexpected usefulness.
Well, it could be that smooth scrolling maps are just a “cute visual effect”,
just like this whole 3D perspective thing. 
Actually, back in the C64 days, full screen scrolling was not far from what 3D
is today; technically complicated to implement, but considered required to
sell copies. Meanwhile, I had a good time the other day, playing Impossible
Mission on a C64 emulator…
Then again, I had a very good time playing Doom and Doom II (all the way
through both actually; no cheating) - but I’m totally convinced by now that
it’s not because of the 3D perspective. The majority of the newer 3D games are
better looking, but incredibly boring and feel “dead” in some way, like
graphics engine demos.
Design is everything!
Amen. 
//David
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