Цитата:
I decided up-front that this would be a sprite-based 2D graphics accelerator. Sprites are graphical objects that the developer can place at arbitrary locations on the screen. They can overlap each other in a predictable Z-order and can have areas of transparency so that they may be non-rectangular.
A frame from a game is assembled from a collection of sprites, some of which will represent the player’s environment, some will represent the player and other game actors and still others will represent transients such as explosions and other effects.
Sprites are the only graphics on the display and each frame is assembled independently by placing each sprite at its configured position in the z-order. This means that additional hardware such as bit-blitters are not required and moving a large sprite around costs the same as moving a small sprite. Radical changes between frames are as cheap as no changes at all.
All the cellphone LCDs that I’ve seen have a default refresh rate of approximately 60 frames per second (fps) so I decided on a target of 30 fps for the main engine. This means that I can spend 1/60s preparing the next frame in a frame buffer and then the next 1/60s sending it to the LCD.
рендерить хардварные спрайты в растровый буфер :v2_crazy: чтобы получить 30 fps в результате... :v2_clap2: пост 2014 года... :v2_dizzy_facepalm: