I was working on an experimental animation system (/engine) recently where I was using a kind-of vector driven system, which recalculated everything based upon the screen size (and that’s everything, including fps delay, pixel movement, and sprite shapes)… bresenham’s line algorithm rocks the world baby, yeah!!! Ahem. Sorry… got carried away there.
In any case, it proved to be a lot more difficult a task than I’d anticipated – and I’m still not convinced it’s the way to go for games. Not that it doesn’t work quite well – it does. On the P800 it looks awesome. On a GX10, quite good. And on the monochrome Nokia 8310i (I think that’s the model, but I can’t remember), it looks like absolute shite… as you would expect.
But it’s a lot of work to rejig your sprites into arrays of vector coords, and I haven’t looked into the actual memory usage doing things this way… like I said, experimental.