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| 17 Nov 2012 09:52 AM |
| I imagine them as being a "draw once" sort of item to reduce lag, but what would you guys predict them as being? |
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booing
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| Joined: 04 May 2009 |
| Total Posts: 6594 |
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| 17 Nov 2012 10:42 AM |
| To me, its name draws forth a prediction that it is easy to use but won't be for games -- I mean, it would kind of be like using pygame incorrectly. You have all these squares, and each frame looks absolutely lovely -- until you read tutorials say that you should use pygame.display.flip; that updates the WHOLE THING, making your max FPS like 30. |
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| 17 Nov 2012 12:16 PM |
"On the other hand, the reason a canvas object doesn’t exist at the moment is that we’re 100% focused on building a great 3D game-development platform. We’re not trying to make it easy to develop 2D games; there’s already a platform to do that (Flash). We don’t want to build an inferior Flash competitor.
The bottom line is that this one goes in the “someday, maybe” pile."
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That made me upset! Why? Because the application of a canvas extends beyond making 2D games. A canvas changes EVERYTHING. Heck, with enough persistence, you could write a shader with that stuff! The possibilities become a lot more endless than they were before if we were just allowed to draw stuff on other stuff!
rageragerage rageragerage rageragerage |
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NVI
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| Joined: 11 Jan 2009 |
| Total Posts: 4744 |
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| 17 Nov 2012 12:21 PM |
Canvas for Roblox, you mean?
I'd imagine it'd be a little bit like a framebuffer. You can draw to it, then draw the texture. They should definitely unify the way textures are drawn in the engine, too. It'd be awesome to be able to draw GUIs to parts - they already have a good raycasting system, so mouse interaction would be simple as well. Unified dimensions make it even simpler.
It'd also be interesting to have a way to have Camera objects render to a texture. You could put security cameras all over. The only problem is that requires you to render the scene all over again - but maybe it could be drawn every other frame, with lower quality settings and a shorter view distance. |
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| 17 Nov 2012 12:41 PM |
No, they would do everything to make it look noob-friendly.
You are only allowed to draw shapes like happy faces and circles, not pixels.
And colors are brickcolors.
>:3 |
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Quenty
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| Joined: 03 Sep 2009 |
| Total Posts: 9316 |
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| 17 Nov 2012 02:35 PM |
| NVI's concept is what I want. |
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SN0X
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| Joined: 24 Oct 2011 |
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| 17 Nov 2012 03:12 PM |
lol imagine decoding a video and playing it on the canvas with pixels and color3s...
yay imagine the possibility
Ss |
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NVI
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| Joined: 11 Jan 2009 |
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| 17 Nov 2012 03:33 PM |
| RenderTargets won't ever happen in Roblox. OpenGL ES doesn't fully support them and that's what they're trying to support. |
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NVI
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| Joined: 11 Jan 2009 |
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| 17 Nov 2012 03:33 PM |
| @SN0X, you can already draw literally anything you want with an array of bricks. |
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TakeShots
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| Joined: 01 Nov 2012 |
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| 17 Nov 2012 11:20 PM |
| They will probably cause lag for those who don't have a good computer. |
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SN0X
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| Joined: 24 Oct 2011 |
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| 18 Nov 2012 12:56 AM |
^ yeah, if they keep rendering it as if it were 5k frames.
if they rendered it properly then no, this would run smoothely
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| 18 Nov 2012 03:56 AM |
| ^ 5K frames should lag nearly as bad as they do anyways. Should be optimized to allow more use of guis. (It seems like they're being re-drawn every frame? D:) |
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NVI
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| Joined: 11 Jan 2009 |
| Total Posts: 4744 |
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| 18 Nov 2012 11:42 AM |
| Of course they're being redrawn every frame. They could implement a "dirty flag" system, but there's so much potential for scripts to modify them at any time that it wouldn't be worth it. |
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| 18 Nov 2012 11:54 AM |
| That's why I suggested a "render once" system, where you could generate a loopback texture and use it with anything that utilizes textures. |
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NVI
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| Joined: 11 Jan 2009 |
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| 18 Nov 2012 11:56 AM |
| It's still unlikely. Render targets have really spotty support and implementing it on the client side (CPU) is incredibly inefficient. |
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| 20 Nov 2012 09:31 AM |
| I was talking about generating 2D textures and storing them in the same fashion as remote texture assets... What're you talking about? O.o |
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