Quick Links: Download Gideros Studio | Gideros Documentation | Gideros Development Center | Gideros community chat | DONATE
Polygon sprites trimming? — Gideros Forum

Polygon sprites trimming?

Apollo14Apollo14 Member
edited May 2018 in Suggestions & requests
Hey guys!

There's a suggestion on polygon sprites trimming (though I'm not sure if it's doable and reasonable).
https://www.codeandweb.com/texturepacker/tutorials/cocos2d-x-performance-optimization
Currently TexturePacker has it only for cocos&unity.

I've asked if their team is planning to implement it to lua-based engines.
Their answer:


One thing I know for sure that with or without this fancy feature Gideros is awesome anyway :smile:

Thx!
> Newcomers roadmap: from where to start learning Gideros
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)

Comments

  • SinisterSoftSinisterSoft Maintainer
    I'm not sure if it does it, but maybe something that check if the next sprite to be drawn is the same as the one about to be drawn then it adds the sprite to a mesh rather than having a new draw call. This could be repeated until there is a difference or if it runs out of space for the mesh.

    Likes: Apollo14

    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
    +1 -1 (+1 / -0 )Share on Facebook
  • SinisterSoftSinisterSoft Maintainer
    The polygon method also packs more sprites into the same texture space btw.

    Likes: Apollo14

    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
    +1 -1 (+1 / -0 )Share on Facebook
  • I'm not sure if it does it, but maybe something that check if the next sprite to be drawn is the same as the one about to be drawn then it adds the sprite to a mesh rather than having a new draw call. This could be repeated until there is a difference or if it runs out of space for the mesh.

    Can it be implemented to Gideros? :*
    > Newcomers roadmap: from where to start learning Gideros
    "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
    “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
  • SinisterSoftSinisterSoft Maintainer
    It has been in a couple of other engines, it may already be in Gideros though - I have no idea. It could also work if the sprites were on the same texture.
    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
Sign In or Register to comment.