v50 Steam/Premium information for editors
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Editing Graphics

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:{{for/see|details on creating Classic tilesets|[[Tileset repository]]}}
 
:{{for/see|details on creating Classic tilesets|[[Tileset repository]]}}
  
The '''graphics''' system in v50 is still being reverse engineered. It is a custom solution which appears to involve compositing graphics sets directly in C++ before texmapping them to SDL. This blitting approach is software rendered and so largely doesn't use hardware acceleration on graphics cards. This system means that despite graphics sets supporting rudimentary animation, there is no traditional sprite mapping, which places extensive limits on the types of graphics that are possible.  While the number of user editable graphics sets has increased significantly in v50, many game elements are still hard coded graphics sets, or using a tileset over the older style graphics from classic DF.
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The new '''graphics''' system in v50 is still being reverse engineered. It is a custom solution which appears to involve compositing graphics sets directly in C++ before texmapping them to SDL. This blitting approach is software rendered and so largely doesn't use hardware acceleration on graphics cards. This system means that despite graphics sets supporting rudimentary animation, there is no traditional sprite mapping, which places extensive limits on the types of graphics that are possible.  While the number of user editable graphics sets has increased significantly in v50, many game elements are still hard coded graphics sets, or using a tileset over the older style graphics from classic DF.
  
 
= Premium Graphics =
 
= Premium Graphics =

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