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I assume you will be using some modern rendering API to draw to the screen, such as OpenGL or D3D. You will certainly want to batch sprites as much as possible and use sprite sheets to reduce the number of textures. A sprite sheet is nothing more than a Texture Atlas (also read this). Once you have a Texture Atlas up and running, it will be up to you how you ...


3

Multisampling AA (MSAA) is only capable of multisampling the geometry edges. If you want your sprites to be anti aliased, you should use a post process AA, like FXAA for example. You can also use bilinear filtering to smooth out the texture itself (it seems that you are using point/nearest filtering). Having multiple mip-maps for your textures can also ...


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I suspect that there are several tricks in play. It is entirely possible that the game camera or view is a 3D perspective camera and all the sprites are placed in a 3D environment just at different heights. there could also be some clever parallax effects going on here. I would most likely suspect that this is in fact either a 3D or "2.5D" game or it is a ...


1

By computing the velocity as some factor of the difference between the start and end position, you can achieve the association you want: var velocity = (endPosition - startPosition) * scale; The hard part be will choosing a value for scale. You can initially try constants -- such as 1.0f or 0.5f. This makes the velocity directly proportional to the start ...



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