XNA Required information to represent 2D Sprite graphically

Posted by Fire-Dragon-DoL on Game Development See other posts from Game Development or by Fire-Dragon-DoL
Published on 2010-12-09T20:42:45Z Indexed on 2011/02/02 23:34 UTC
Read the original article Hit count: 398

Filed under:
|
|
|
|

I was thinking about dividing my game engine into 2 threads: render thread and update thread (I can't come up on how to divide update thread from physic thread at the moment).

That said, I have to duplicate all Sprite informations, what do I really need to represents a 2D Sprite graphically?

Here are my ideas (I'll mark with ? things that I'm not sure):

Vector2 Position
float Rotation ?
Vector2 Pivot ?
Rectangle TextureRectangle
Texture2D Texture
Vector2 ImageOrigin ? (is it tracked somewhere else?)

If you have any suggestion about using different types for datas, it's appreciated

Last part of the question: isn't this a lot of data to copy in a buffer?what should I really copy in the buffer?I'm following this tutorial:

http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/3/

Thanks

UPDATE 1:

Newer values at the moment:

Vector2 Position
float Rotation
Vector2 Pivot
Rectangle TextureRectangle
Texture2D Texture
Color Color
byte Facing (can be left or right, I'll do it with an enum)

I re-read the tutorial, what I was doing wrong is not that I need to pass all those values, I need to pass only changed values as messages.

UPDATE 2:

Vector2 Position
float Rotation
Vector2 Pivot
Rectangle TextureRectangle
Texture2D Texture
Color Color
bool Flip
uint DrawOrder
Vector2 Scale
bool Visible ?

Mhhh, should Visibile be included?

© Game Development or respective owner

Related posts about XNA

Related posts about 2d