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Nov 8, 2022 at 12:43 comment added Peter Parker @Nosajimiki: Totally agree. My "traditional"-term related to the use as bitmask (which was also the technique for masking graphics in bitplane mode). So masking bits (as with AND Operator) was my meaning of traditional(YMMV)
Nov 7, 2022 at 23:18 comment added Nosajimiki @PeterParker "traditional" depends a lot on your background. If you work in networking, you're probably most familiar with domain masking. If you work in low-level programming: data masking. In graphics: image masking. In sound design: audio masking. Game design involves a lot of disciplines who all seem to have thier own uses for this particular word; so, you can't just say "masking" in a studio and expect everyone to think the same thing or consider the same definition to be traditional with respect to the work they do.
Nov 7, 2022 at 17:52 comment added Federico Baù @PeterParker yes good point, but is actually the type of answers I was looking for and is more than welcome. The reason I ask this question is actually because 'mask' is a word that is commonly used in other topic (i.e covid) but on top of it, in software development is a term / concept that has multiple meaning, that's why i ask the question. Soto have a answers closer to the most game dev generic term and other answers (like this one) related to other topics; is actually the best way to learn i think ; )
Nov 7, 2022 at 16:58 comment added Peter Parker This is an additional (more GPU-like) approach of a mask while the first one was the traditional usage of a mask. Obviously the xwing makes an upvote easy :)
Nov 7, 2022 at 16:09 history edited Nosajimiki CC BY-SA 4.0
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Nov 7, 2022 at 11:52 comment added Federico Baù nice one thanks!
Nov 6, 2022 at 18:46 comment added Nosajimiki have an image of your unit (like the X-wing shown above), and you'd have a masking image where each pixel says how much of the faction color to tint onto each pixel below it. Usually white =100%, black = 0% and shades of grey are everything in between. So instead of 20 different unit spites for all of the different colors it could be, you just make 1 sprite + 1 mask and procedurally add the color you want to tint with, and the Mask makes sure it's only the parts you mean to color that get the tint.
Nov 6, 2022 at 18:46 comment added Nosajimiki @FedericoBaù It's hard to explain in words more than I have already; So, I've added some graphics to try to illustrate it. Raster images (think photographs) get blurry as you make it bigger because they store everything as a grid of colors. Vector images don't get blurry because they are drawn from lines that can just be recomputed when you zoom in, but because they don't store a separate color for every little point of the image, they don't do complexity as well. Selective Tint masks are often used in game design for things like coloring units with faction colors. So in 2d design, you'd
Nov 6, 2022 at 18:35 history edited Nosajimiki CC BY-SA 4.0
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Nov 6, 2022 at 18:29 history edited Nosajimiki CC BY-SA 4.0
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Nov 5, 2022 at 10:53 comment added Federico Baù yes thank you to point this out, was actually part of the question. However keep in mind that what i wrote: "make this Rect a mask" was completelly random (and Maybe wrong). Maybe it is not clear but what I meant was just a possible example and completelly made up of a conversation between 2 devs that talks about a "mask". Having said that, your answer is interesting but it gives me somehow more questions than answer, I guess what you write is correct, but because Im new in Game Dev I dont have much experience. So may you please explain better what is a ´raster´and a ´selective tinting´?
Nov 4, 2022 at 21:42 history answered Nosajimiki CC BY-SA 4.0