Learning how to manage RenderToTextures and multiple framebuffers with Allegro.
The docs advise not to use these techniques much because they are way slower than drawing to the window due to the amount of data being copied, but the docs also told me to tie everything in-game to the framerate like it's 1985 so I don't really care what it says. If it runs on a Pentium 4, good enough for me.
Since my game involves heavy amounts of wormhole travel, I've been brainstorming some Earthbound-like background effects to use that don't require pixel shaders. One idea I had was to render a tunnel with OpenGL to a buffer and then procedurally draw horizontal strips of the buffer to the background with al_draw_tinted_scaled_bitmap(), each strip at varying widths and X positions to give the illusion of perspective warping through a wormhole.
I'll prototype the effect in C++ and post a video when I've got what I want
从小到大,狗子都被主人抱着上下楼梯。不管体型有多大都是妈妈的宝宝!
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CEO Canithesis Interactive, sysadmin Worlio LLC
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UNIX enthusiast, Java / C# / C++ Dev
Old computer freak.
Missouri, United States
I made the Firestar Mod Manager for Playstation Vita. Currently working on a danmaku shooter.
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