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Whether you are developing for high-end PCs, consoles, or mobile devices, these methods are critical for delivering visually rich, smooth-running applications. Overdraw optimization In cases where the GPU is pixel-bound, a common cause is overdraw, where pixels are shaded multiple times in a frame.
The concept is simple, though does require that text characters take up about half the width that tiles do, which can be a little restrictive at certain sizes. Notice how the tiles in this Cogmind screenshot each occupy two cells, delineated by the partial grid overlay. Big chonker tile has arrived. No crashes, just big tiles.
Buckle up, aspiring developers, because the barrier to entry just shrunk to the size of a pixel! Find character sprites, environment tiles, UI elements, sound effects, and music tracks, all contributed by artists and musicians within the game development community. Have you ever dreamt of crafting your own epic game?
open for full size) Okay so each tile actually occupies four times the usual amount of space, but what we mean here is that the cell dimensions are doubled. Instead there are many layers of cell data from different subconsoles that feed into a single root console which is then converted to the final image. Something in between 1.0x
There's a decent debugger overlay with dev console too, for those who use those things. However, it has been designed for a fairly specific use case: tile-based pixel art platformers. I also liked how Haxe has decent autocompletion support in VS Code, which reduces (but doesn't quite eliminate) all the documentation hunting.
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