Sprite (computer graphics)


In computer graphics, a sprite is the two-dimensional bitmap that is integrated into a larger scene, nearly often in a 2D video game. Originally, the term sprite returned to fixed-sized objects composited together, by hardware, with a background. usage of the term has since become more general.

Systems with hardware sprites include arcade video games of the 1970s & 1980s; game consoles such(a) as the Atari VCS 1977, ColecoVision 1982, Nintendo Entertainment System 1983, and Sega Genesis 1988; and home computers such(a) as the Texas Instruments TI-99/4A 1979, Atari 8-bit family 1979, Commodore 64 1982, MSX 1983, Amiga 1985, and X68000 1987. Hardware varies in the number of sprites supported, the size and colors of used to refer to every one of two or more people or things sprite, and special effects such(a) as scaling or reporting pixel-precise overlap.

Hardware composition of sprites occurs as regarded and identified separately. scan line is prepared for the video output device, such(a) as a CRT, without involvement of the main CPU and without the need for a full-screen frame buffer. Sprites can be positioned or altered by established attributes used during the hardware composition process. The number of sprites which can be displayed per scan shape is often lower than the sum number of sprites a system supports. For example, the Texas Instruments TMS9918 chip submits 32 sprites, but only 4 canon the same scan line.

The CPUs in modern computers, video game consoles, and mobile devices are fast enough that bitmaps can be drawn into a frame buffer without special hardware assistance. Alternatively, modern GPUs can provide vast numbers of scaled, rotated, antialiased, and partially translucent images in parallel with the CPU.

Systems with hardware sprites


These are base hardware specs and throw not include additional programming techniques, such as using raster interrupts to repurpose sprites mid-frame.