surface.blit( src, ( x,y), ( optional source area argument in order: top-left-x, top-left-y, bottom-right-x, bottom-right-y))
Rendering is nothing more than bulk copying memory.
That's how it is in:
SDL
Cairo
GBA
and several others.
3D on the other hand, if you use special effects could easily pre-made. However, special effects could also easily require calculus.
I don't even remember what this discussion is about, BUT
As a programmer, one of the things you have to learn is to remember to focus on the bigger picture. Before implementing something, ask yourself "Under what circumstances am I going to use this?"
Now, under what circumstances would you need to use calculus in a Pokemon Game Engine, or even a Pokemon Game?
Rendering is nothing more than bulk copying memory.
That's how it is in:
SDL
Cairo
GBA
and several others.
3D on the other hand, if you use special effects could easily pre-made. However, special effects could also easily require calculus.
I don't even remember what this discussion is about, BUT
As a programmer, one of the things you have to learn is to remember to focus on the bigger picture. Before implementing something, ask yourself "Under what circumstances am I going to use this?"
Now, under what circumstances would you need to use calculus in a Pokemon Game Engine, or even a Pokemon Game?