![]() ![]() But as processors and memory technology improved, buffering/blitting became the most common method for drawing sprites in the mid-1990s, for both personal computers and home consoles (such as the Sega Saturn). A number of personal computers also used this method in the 1980s (such as the Amiga), as well as a few consoles (such as the Atari 7800), but due to limited processing power and memory at the time, these systems were often unable to match the quality of hardware sprites without suffering slowdowns. However, it was usually only arcade systems that were capable of using this method very effectively up until the early 1990s (such as Sega's Super Scaler systems), due to their expensive CPU, GPU and RAM technologies. This method is ideal for systems with high processing power (a fast CPU and/or GPU), and/or a high amount of fast RAM memory. This method frequently requires double buffering to avoid flickering and tearing, but place fewer restrictions on the size and number of moving objects. The sprites are usually processed through a display list. Using the buffering method, or blitting method, the CPU (central processing unit) and/or GPU (graphics processing unit) modify a frame-buffer held in RAM (random-access memory), which requires more memory cycles to load and store the pixels and refresh the backgrounds behind moving objects. The following are the two most common methods for drawing sprites. In recent years, sprites have been used beyond gaming, such as CSS sprites which are used in web design as a way to improve performance by combining numerous small images or icons into a larger image called a sprite sheet or tile set, and selecting which icon to show on the rendered page using Cascading Style Sheets. Sprites can also be used in conjunction with cel-shading. ![]() Sprites are also often used in 3D games today to display grass and foliage, in the form of billboarding. This removes the computational overhead of rendering each position dynamically. The way that they are typically used within 3D games is through rendering or imitating a rendered frame from certain perspectives. Sprites can also be used for, and have been used in, three-dimensional games. Sprites can be used for two-dimensional games, or pseudo-3D sprite-scaling (such as Super Scaler, Mode 7 and Ray Casting), or pre-rendered games. Once displayed sequentially it creates animation. A "Sprite Sheet" is simply a collection of still images that progress. Each sprite is used to represent each object. ![]() Sprites are used in games to collectively create a scene. Few could have predicted that it was a start of something that would change everything.A sprite is a two-dimensional ( 2D) bitmap graphic object that can be a static image or animation that is integrated into a larger scene. Many folks thought it would be a fad, that video games would pass because, honestly, they weren’t that much fun to play. ![]() The average console was about $100 ($400 in today’s money), so the average middle class family could afford it. People of all ages and pay grades were getting in on the fun. Suddenly, people had a whole new option when it came to home entertainment. There was a revolution going on in the household as well. Compared to games in the ’80s, these games are very basic and child-like.īut the fun wasn’t confined to the arcade. ![]()
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