It will slow down performance a lil bit, but itâll be worth it for some of your maps you have here.
Also you might wanna just do a boolean check on a transparent pixel rather than doing alpha blends if you wanna keep your framerate up.
Yes and itâs fine to use, but that function is deprecated as ImageData:GetPixelXY is slightly faster and more efficient as it has direct access to the pixel look-up table.
It seems it is impossible for me to use the alpha value on DynamicImage because no matter what it blends with the background from the original image (white). Iâve tried drawing the triangles before others, but it still doesnât work. This is why I am using alpha blending since it is all I can do. Maybe when DynamicImage comes out and you implement it in CanvasDraw it will work.
Edit: The biggest challenge is sorting the triangles since there are two transparency values for each triangle now. I might have to just make Transparency change the textureâs internal alpha instead.
Iâve been following the whole âMaking Roblox Pixelatedâ quest from the start, and I think it finally is starting to reach its end. You did it. You made Roblox pixelated with astonishing performance compared to any other design. You literally just need DynamicImage, a bunch of updates/fixes, and optionally some documentation. Fantastic work. Pixel Roblox has been a lot harder than it has seemed.
3d engine inside a 3d engine? 3d engineception O_O
i actually have a good use for this so if you want your game to look like its on the playstation 1 then use this and it will make your game look like that
Yeah this would probably like make it 20% faster since there is no other rendering and stuff. The reason it is not running at its best is because I donât know how to optimize the triangle processing like clipping and stuff more.
Not sure if this is a bug for just me but it seems that DynamicImage isnât working for me. I am on the correct channel and everything and there are no errors. Because of this I cannot update the module until I find a way to fix this bug.
Edit: It seems roblox has removed access to beta channels, so weâll just have to wait for DynamicImage to come out I guess!
Thatâs what happens when you mod an unreleased thing into a game, stuff will break.
I am gonna assume you also have the FFlag enabled, so that probably isnât the cause of the issue.
Well DynamicImage got removed completely DynamicImage - Roblox API Reference
read it you will find that it was removed in version 601
R.I.P DynamicImage
but donât worry kids Roblox replaced it with EditableImage EditableImage - Roblox API Reference
although i prefered the DynamicImage Name.
Seems like nothing changed, just a name change. I feel like the engine doesnât allow for classes to change their names, so thatâs why they remove the instance and add a new instance with all the behaviors from the removed instance. Could be a theory.
thatâs what iâve been using anyways. If i did that per pixel my game engine definately wont run at 320x320 at 20 fps lol.
I use that method wrapped in :Render() function in my module.
function Canvas:Render()
EditableImage:WritePixels(Origin, Resolution, Grid)
end
and the :SetPixel stuff is separate from the loops
function Canvas:SetRGB(X, Y, R, G, B)
local Index = GetGridIndex(X, Y)
Grid[Index] = R
Grid[Index + 1] = G
Grid[Index + 2] = B
end
function Canvas:SetAlpha(X, Y, Alpha)
Grid[GetGridIndex(X, Y) + 3] = Alpha
end
local index = 0
for x = 0,128 do
for y = 0,128 do
index += 1
EditableImage:WritePixels(Vector2.new(x,y),Vector2.one,{pixelArray[index],pixelArray[index],pixelArray[index],1}
end
end
As that what i was doing when i first started playing around with DynamicImage