Re:Tilengine – A 2D graphics engine with raster effects
by Mahn on Saturday June 27, 2015 @02:35PM
(#9791097)
Closed source though. The author seems to be distributing only compiled binaries.
Re:Tilengine – A 2D graphics engine with raster effects
by megamarc on Monday June 29, 2015 @04:33PM
(#9800817)
You're quite right. Tilengine is designed to emulate the inner working of 2D VDPs, so it has all their features. I preffer to say "features" than limitations because it's a very different way of rendering graphics compared to modern GPUs. But obviously this kind of graphics are technically more limited, of course.
It's not a full game engine, only a graphics engine: it doesn't offer sound or any other feature that would be outside of a graphics chip.
It's not an emulator of a particular hardware either: it's based on their working principles but it's a fresh implementation from the ground up.
Re:Tilengine – A 2D graphics engine with raster effects
by megamarc on Tuesday June 30, 2015 @01:08AM
(#9803060)
Regarding SDL, I don't want to tie it to a specific OS or graphics library. It acts as a back-end renderer and it will work on any host environment capable of providing a 32-bit video surface where to draw. In fact the internal windowing system of Tilengine (which is optional and can entirely be bypassed) already uses libSDL for display and user input.
This is actually a great idea if I understand it correctly: An engine built for modern platforms that emulates the limitations, gfx modes, emulates the sound engine of the NES/GBA, etc. without limiting CPU/video memory or CPU speed. I imagine it could be reimplemented as a subset of libSDL.