Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Clint Kelly Newsgroups: scea.yaroze.programming.2d_graphics Subject: non-displayed sprites Date: Sun, 03 Aug 1997 19:56:51 -0400 Organization: Cornell University Lines: 20 Message-ID: <33E51AC3.6FB@erols.com> NNTP-Posting-Host: dam-as10s11.erols.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 2.01KIT (Win95; U) This is kind of a silly question, and I expect there's a very simple answer: What do I do in my game with sprites that I don't want to be displayed? For instance, in my current game, I begin by defining the maximum amount of sprites that I will ever need, and then I figured that I'll store all of the inactive ones (for instance, dead enemies that have not regenerated yet) off the screen. Can I just give them negative coordinates, or do I have to move them somewhere within the frame buffer. Also, is it standard to just define the maximum amount of sprites that will ever be on screen when you start your program, and then change their texture page and CLUT addresses to fit them to the type of sprite that you need? I'm wondering cos I want to use interlace mode, so I have to keep my frame rate high and therefore I need to make my code as efficient as possible. Clint