13 hours ago, Steven Ford said:Hi @tolazytbh, it's perfectly possible to do what you want (I think), there's nothing to preclude you from generating the GPU memory on the CPU and then copying it up to the GPU for display purposes. However, by doing so, you will be throwing away almost all of the capabilities of the GPU and probably backing yourself into a corner (hence why people above are recommending not doing so).
To simplify the 2D graphics, depending on what you're using, there will be a load of libraries which can simplify things. Personally, because we're using DX, I use the DirectX toolkit which provides things like 'spritebatch' and' spritefont' which simplify the writing of the game and then we can focus on the game play rather than boiler plate code.
Do you have any specific questions with which you need assistance?
Well either way I have to write the Object/animations from the ram to the GPU, and I had mentioned above that I'd use the GPU for addition/subtraction (shader) but I want to use 2d (pixel coordinate, and then pixel color) instead of using vertex/triangles
pretty much write to GPU the pixel, it's coordinate and color, and then i'd just shift it if there's shade...
I thought it was ridiculous going to 3 different game engine's, 3d engines and they all require you to build the area as a geometrical pattern/3d and no methods to do that yourself (vulkan, direct3d, openGl)
Also right now it seems like I got 4 operations on the CPU before i'm at 120 frames per seconds (2 milliseconds, 4 milliseconds, 6 milliseconds) and that's before I multithreaded it (can't write to the screen that fast though without the GPU)
Anything you can provide about sending 2d images with a framerate, (I don't know if video players do that or if they use vertex's as well) or if you have your own rasterization method and you want to just handle the coordinates yourself