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 hotthread  Author  Topic: 'Bouncy Balls' (BB4W/BBCSDL)  (Read 558 times)
David Williams
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xx Re: 'Bouncy Balls' (BB4W/BBCSDL)
« Reply #15 on: Feb 24th, 2017, 8:37pm »

Semi-transparent triangles & circles over a colourful background. Works nicely on my Android phone (Motorola Moto G4).

http://pastebin.com/cK3GMipJ
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xx Re: 'Bouncy Balls' (BB4W/BBCSDL)
« Reply #16 on: Feb 25th, 2017, 12:53am »

Same program as previous, but now with an FPS indicator.

http://pastebin.com/ZKnKBjaR

I get 32 fps (average) on my Moto G4, which isn't bad considering that all the graphics is software-rendered (no hardware acceleration) on a relatively slow processor. More efficient colour-blending code (for both x86 and ARM architectures) ought to at least double the speed of the rendering.


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xx Re: 'Bouncy Balls' (BB4W/BBCSDL)
« Reply #17 on: Feb 28th, 2017, 1:26pm »

Thick lines with round endpoints:

http://pastebin.com/zvUAwMG8
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xx Re: 'Bouncy Balls' (BB4W/BBCSDL)
« Reply #18 on: Mar 3rd, 2017, 11:17pm »

Rotating blue flowers (x86 & ARM bitmap rotation test):

http://pastebin.com/uS3Yqvgs


Tested under BB4W, BBCSDL Win32, BBCSDL Android (ARM).
« Last Edit: Mar 4th, 2017, 02:41am by David Williams » User IP Logged

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xx Re: 'Bouncy Balls' (BB4W/BBCSDL)
« Reply #19 on: Mar 6th, 2017, 03:25am »

http://pastebin.com/2Wvzr1ZW
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xx Re: 'Bouncy Balls' (BB4W/BBCSDL)
« Reply #20 on: Mar 6th, 2017, 07:44am »

http://pastebin.com/80JPHQUs

http://pastebin.com/Fqu1E6Km
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xx Re: 'Bouncy Balls' (BB4W/BBCSDL)
« Reply #21 on: Mar 9th, 2017, 08:39am »

Continuing my development of a little software graphics library for a possible Android game project, here's a flood fill demo (the 'flower' shape is flood-filled in real-time). Very sub-optimal (especially for ARM processors), but fast enough for my needs.

http://pastebin.com/keXeYHs4

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xx Re: 'Bouncy Balls' (BB4W/BBCSDL)
« Reply #22 on: Apr 11th, 2017, 12:35am »

The following YouTube video is a summary of my experiments with BBCSDL on an ARM-based Android device. Something seems to be messing up the colour gradients (possibly with the video capture software which I downloaded minutes before making the video!). There is some inevitable 'colour banding' due to the reduced colour bit depth imposed by SDL (16bpp as opposed to the usual 24- or 32bpp), but something went very wrong and the colour banding/quantization problem isn't actually as bad as what is portrayed in the video.

https://youtu.be/C2vl-bN5OnE
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