Hey guys.
I’m working on a game where the characters are composed of a physics skeleton in 3d-space. What I want to do is map 2d sprites to parts of the skeleton, and rotate/scale them to match the orientation of the part of the skeleton they represent. The reason I want to do this is to keep a cartoony feel and allow a maximum of character customization (players do not control the characters directly, so customization during the results “show” keeps the link to the character alive).
I have 4 questions about this:
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Is AffineTransform quick enough to be doing around 20 changes like this per character? I’m thinking of having a max of 8 characters like this, so that’s around 160 changes.
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How would I go about setting up a draw system for this? I was thinking of making a “view” class that gives the “body part” a translated graphics object to blt onto, since every body part has to figure out its own orientation.
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How does this affect caching of images (“Automatic Images”)? I have to turn and squish every frame; does this change kill the cache abilities? Does it even matter? I’d like to run in a window, so it might be moot to be worrying about it anyway.
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Am I completely out of my gourd?