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    Video games, Flash games, Animation games

    Thursday, May 8, 2008, 05:30 AM [Toys & Games]

    Netkushi is the king of 2D graphics concepts is the sprite. At its very simplest, a 2D engine is capable of drawing a background image and then drawing individual graphic objects -- sprites -- onto that image. The use of color-keying allows a specific color in a sprite to be considered transparent, which allows sprites to be any irregular shape. And the use of a series of
    sprites to represent an object, for instance a number of different facings of a unit, allow the simulation of animation and action when they are drawn in sequence. The fundamental programming process for 2D graphics is the blit -- bit block transfer -- which is used to move the bit image of a sprite onto the display area. Finally, to provide a smooth transition of the display from frame to frame, graphics operations (primarily blits) are usually done to a back buffer, which is basically a working copy of the screen area. Once the frame is complete, the back buffer is flipped to the display area (front buffer), and the next frame begins from scratch. Almost everything else in 2D graphics is built on these base concepts.

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    Video games, funny games, Flash games, 3D&2D games

    Thursday, May 8, 2008, 05:28 AM [Toys & Games]

    Netkushi is the king of 2D graphics concepts is the sprite. At its very simplest, a 2D engine is capable of drawing a background image and then drawing individual graphic objects -- sprites -- onto that image. The use of color-keying allows a specific color in a sprite to be considered transparent, which allows sprites to be any irregular shape. And the use of a series of
    sprites to represent an object, for instance a number of different facings of a unit, allow the simulation of animation and action when they are drawn in sequence. The fundamental programming process for 2D graphics is the blit -- bit block transfer -- which is used to move the bit image of a sprite onto the display area. Finally, to provide a smooth transition of the display from frame to frame, graphics operations (primarily blits) are usually done to a back buffer, which is basically a working copy of the screen area. Once the frame is complete, the back buffer is flipped to the display area (front buffer), and the next frame begins from scratch. Almost everything else in 2D graphics is built on these base concepts.

                                                                                                                                                                  More............

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