tag:blogger.com,1999:blog-4470629065912824048.post9072118215357464298..comments2023-05-27T13:00:59.893+01:00Comments on FreeRCT: Welcome to the 21st centuryUnknownnoreply@blogger.comBlogger8125tag:blogger.com,1999:blog-4470629065912824048.post-43769129952510343112014-05-02T08:50:33.670+01:002014-05-02T08:50:33.670+01:00Wow, wonderful project! Keep up developing the bes...Wow, wonderful project! Keep up developing the best game ever!joranhttps://www.blogger.com/profile/14901086296710458451noreply@blogger.comtag:blogger.com,1999:blog-4470629065912824048.post-28672552579479168272014-04-18T12:36:06.397+01:002014-04-18T12:36:06.397+01:00I prefer 8bpp because I like it. The original RCT ...I prefer 8bpp because I like it. The original RCT is based on 8 bpp graphics.<br /><br />Also, IMHO 8 bpp looks sharper than 32 bpp, which looks too smooth.ProfeMilenialhttps://www.blogger.com/profile/10216268642920963265noreply@blogger.comtag:blogger.com,1999:blog-4470629065912824048.post-49893006309013488252014-04-18T11:22:06.735+01:002014-04-18T11:22:06.735+01:00Sorry, but you are a bit fast in jumping to conclu...Sorry, but you are a bit fast in jumping to conclusions. Being able to load 8bpp sprites into the program does not imply they are also drawn in 8bpp mode by the video blitter.<br />To allow drawing 32bpp sprites, you need to have a 32bpp video blitter. The 8bpp sprites are simpy extended to their palette colours while drawing the sprite. Thus, the program is always drawing in 32bpp mode, and the artist is the person that makes the choice what type of images to supply.<br /><br />The current video blitter implementation is pretty stupid, and does take more resources. However, if you improve it by moving more work to the GPU, performance should become much better. (Software-CPU rendering is slow compared to GPU rendering with dedicated hardware.) I haven't implemented this due missing insights in sprite recolouring.<br /><br />If you really want 8bpp support only, you can build of course an 8bpp blitter and in some way ensure you'll always have an 8bpp sprite to draw, but how many platforms will need that in a couple of years?<br />CPU-based rendering and 8bpp video is becoming extinct at the desktop already, in my view, it's a matter of time until all platforms will have full colour support.<br />Alberthhttps://www.blogger.com/profile/17957525462981587518noreply@blogger.comtag:blogger.com,1999:blog-4470629065912824048.post-19172792534870288592014-04-18T10:25:48.212+01:002014-04-18T10:25:48.212+01:00I am not sure I understand your remark. 32bpp give...I am not sure I understand your remark. 32bpp gives you 2**32 possibilities to define a colour. 8bpp gives you 2**8 = 256 possibilities to define a colour.<br />(And to be precise, FreeRCT uses about 18 colour ranges each with 12 shades = 216 of the 256 colours.)<br />That's the only major difference between 8bpp and 32bpp in terms of colours.<br /><br />So while 32bpp has a lot more possible colours, there is nothing that forces an artist to use all those colours. He could decide to draw everything in 2 colours (eg black/white), or in 18 ranges of colours, each colour in 12 shades (this is what FreeRCT does internally, of course).<br /><br />In my view, having 32bpp only lifts a limitation for a graphics artist, it is an artistic choice how to use that freedom. He can still make 8bpp-like graphics in 32bpp only.<br /><br />Alberthhttps://www.blogger.com/profile/17957525462981587518noreply@blogger.comtag:blogger.com,1999:blog-4470629065912824048.post-81565991658574198892014-04-16T23:01:36.206+01:002014-04-16T23:01:36.206+01:00Yay! I thought this project was dead.Yay! I thought this project was dead.Anonymoushttps://www.blogger.com/profile/17622957795595290807noreply@blogger.comtag:blogger.com,1999:blog-4470629065912824048.post-70348460599283461652014-04-14T03:31:52.489+01:002014-04-14T03:31:52.489+01:00Thank you for keeping 8bpp as an option. Going 32b...Thank you for keeping 8bpp as an option. Going 32bpp only would reduce the list of platforms FreeRCT could be ported to. Also, just a guess, 32bpp probably uses more resources effecting which hardware can run it a acceptable speed.Anonymoushttps://www.blogger.com/profile/09865898955342279662noreply@blogger.comtag:blogger.com,1999:blog-4470629065912824048.post-7689638007184124242014-04-13T17:56:29.703+01:002014-04-13T17:56:29.703+01:00Nice, but I still prefer 8 bpp sprites. Please, ke...Nice, but I still prefer 8 bpp sprites. Please, keep the two options.ProfeMilenialhttps://www.blogger.com/profile/10216268642920963265noreply@blogger.comtag:blogger.com,1999:blog-4470629065912824048.post-86523207381862647822014-04-12T11:28:17.452+01:002014-04-12T11:28:17.452+01:00Very nice work! Time for me to do some graphics!Very nice work! Time for me to do some graphics!Zephyrishttps://www.blogger.com/profile/12778425300810208255noreply@blogger.com