Since it’s visually appealing and often necessary from a gameplay standpoint to have a player character with a lot of animation, rather than updating the sprite attribute table to point to new tiles, developers can instead stream new tiles into VRAM at the same location and keep the sprite table unchanged. However, rather than load all of the animations into VRAM at once, there is another technique that is often used for the main player character. Since VRAM space is very limited, developers are typically restricted in how many frames of animation they can give a character. In many cases, to accomplish this, all of the animation frames are loaded into VRAM at once, and then the sprite attribute table is updated every however-many-frames to reference a different tile. The four animation frames making up the above animation.Īnimation is created by switching the displayed tile from one frame to the next.
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