@Simon(View Post) It would most likely be better to render bitmaps for the particles, but will this pre-rendering actually be useful in terms of awesome and the fact that you can brush whenever you want? It'd be like 1) load 200 frames 2) someone draws 3) discard 190 frames. While drawing, it should also decide whether or not to start a new framebuffer or whatnot. Separating it from the normal gameplay, I accept the idea. Symbiosis with normal gameplay, I reject it.
@devast8a Sound great. The difference would save lots of memory, and existing particles (Of Course) would get updated.
@Simon Off screen buffers? More efficient? Video? That sounds like it might use lots of memory. 52MB for 1 second of 60fps? 26MB for 1 second of 30fps? HA-HA-Ha-Ha-hA-hA-ha-ha... Funny.
@boxmein BITMAPS!!! No, bitmaps are slower in SDL because you have to decode the bitmaps then render it to the screen. And using bitmaps means using lots of memory and loading time. Powdertoy colors individual pixels on the screen. Using bitmaps is so inefficient that it would do the reverse of my idea!
@ds84182(View Post) Yes, it colours individual pixels on the screen. Bitmaps are literal representations of individual pixels on the screen. AKA Bitmaps are screen captures where every pixel is saved independently. They are inefficient but they're better than saving every TPT frame itself. You have to decode & render them, duh. Saving all the maps(type, ctype, life, deco, graphics modes) to render every frame would be very inefficient as the numbers on my and mniip's first posts here say.
@ds84182(View Post) There's FAR more data to the simulation, each particle has as much as 52 bytes of storage, vs 4 for video? 1 frame of half-filled simulation is almost 5MB! A rendered frame will be 900KB
A full second would be 150MB vs 30MB, not only that, but 5MB is a conservative estimate, it could be twice that much if you had a lot in the sim.
An ingame video/gif maker would be awesome. The advantage of ingame video makers on games is that they take each frame and stick them toegether at normal speed even if your actual simulation is lagging.
I fully support this idea and hope it gets implemented. It would be perfect for those larger simulations that usually lag the game quite a bit. Just pause it and leave it while you are doing your homework or something else, and then come back to it and watch it. The only problem I see with this is there are some simulations that are interactive and would need you to do things in order for the simulations to work. Which would be kind of hard to do with streaming simulations. Not impossible though. http://www.onlive.com is a for instance. The only problem I am seeing with this is a potential for a lot more lag to ensue because it would be built in. If there is some way to implement it without the game lagging from the streaming program being implemented, then it would be awesome!
@tudoreleuu(View Post) Oh yes, they even record the lag, what an annoyance. OMG that's a great idea! Something like saving drag-box size GIFs with a proper palette and then linking them in the forums would prove so helpful for the helpforum.