Sprite thoughts...

Development of T.W.T.P.B. has unfortunately been quite slow the last week. Regular life has taken its toll... but we'll set full speed ahead to the release on friday!

Something I have been toying with is HLSL shader support for rendering sprites. For the next iteration I have a few ideas on how to progress to make sprite rendering less of a CPU deal and put more on the GPU. That is i'm thinking of moving all the transforms (translation, scale and rotation) to the GPU. These arguments could for example fit in two extra texture coords (or one color arg but I don't know if color is clamped to 0-1.0 range).

With this extra information you could do some really cool stuff with a sprite in the shader. In T.W.T.P.B the enemy rendering would be simplified and it would be easy to make multiple color enemies.

I'll make some more experiments before bragging too much though... I'll keep you posted...

The next iteration of T.W.T.P.B. will feature shader based sprite rendering to test compatibility.


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