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I'm developing an art style that combines pixel art with simple vector graphics, but I'm feeling lost and need clarity what is technically possible within game engines.

First of all, take a look at this image: enter image description here

How can I achieve this look with game engines/libraries? Is it even possible? What can you recommend?

The game is supposed to run on PC, 60fps preferable, uses pixel sprites for smaller objects, while using simple shapes to represent very large objects. I want it to have a lighting system, all shapes must be able to rotate, move and scale at runtime and have seamlessly tiling pixel art textures drawn on top of them.

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  • \$\begingroup\$ I think you can achieve this with any graphics API or 3D engine/framework. Your vector graphics can be created from polygons, then you map a texture onto them. \$\endgroup\$ – János Turánszki Jan 28 '16 at 15:56
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    \$\begingroup\$ Janos, you should post that or something similiar as the answer. I was going to answer the same, but it seems disingenious when you've already posted it in a comment. \$\endgroup\$ – Nils Ole Timm Jan 28 '16 at 17:47
  • \$\begingroup\$ I want to emphasize that lines, line edges and smooth, high performance circles are very important. Can polygons handle those? My understanding is that is something only vector graphics can do. \$\endgroup\$ – user78360 Jan 29 '16 at 0:27
  • \$\begingroup\$ *gah, not line edges. I meant to say line or edge width/thickness is also an important factor, that I don't know if polygons can provide. \$\endgroup\$ – user78360 Jan 29 '16 at 0:57
  • \$\begingroup\$ What framework do you plan to use? The answer may depend on available techniques. Since you worry if polygons can provide this: yes, a box can be near infinitely this effctively resemble a line). A rectangle outline is basically four boxes used as a line (or two boxes, one textured and one used as a cutout. Again this depends on the available engine techniques. \$\endgroup\$ – Felsir Jan 29 '16 at 7:34
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You can achieve this with any graphics API or 3D engine/framework. Your vector graphics can be created from polygons, then you map a texture onto them.

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  • \$\begingroup\$ It's not that simple. Depending on the framework the polygon vertices need to map to texture coordinates, which in turn may lead to stretching. Using a shader for this is much more effective. However it depends on the framework or engine being used. \$\endgroup\$ – Felsir Jan 29 '16 at 7:27
  • \$\begingroup\$ Using shader does no benefit. If you disagree, please post an answer explaining that statement. \$\endgroup\$ – Kromster Jan 29 '16 at 7:47
  • \$\begingroup\$ I'm not disagreeing entirely. However the question did not contain a description of the intended engine/framework. If the OP plans to use monogame for example, you need to do more than just creating a polygon. \$\endgroup\$ – Felsir Jan 29 '16 at 8:08
  • \$\begingroup\$ What about if line width as in the picture I posted? Can polygons have variable line width like vector graphics can? Or smooth circles? With polygons I'm guessing a lot of triangles are needed to form just one circle, so it feels like they may be a bit too performance heavy. I really need a lot of circles in my game. \$\endgroup\$ – user78360 Jan 29 '16 at 14:41
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    \$\begingroup\$ Again it depends on the engine you plan to use. Some do heavy lifting for you and allow you to specify the linewidth. Otherwise it would be two circles with r+0.5*width and r-0.5*width. I wouldn't worry about the triangles in general... AAA titles handle more 250.000 triangles for just one character. If you instance a circle on the GPU you can draw thousands of circles with little overhead. But again, it depends on your framework/engine how easy it is or how well this is supported. \$\endgroup\$ – Felsir Jan 29 '16 at 15:41

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