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hippie hater
[AS3] missile comando engine
http://img404.imageshack.us/my.php?image=mcepu6.swf
Allright, this is the product of my free time, all as3...
Inside a browser and scaled looks slower...i hope the final version run faster cos the tiles will not be sprites, but just data
Please let me know if you find some bug
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slow indeed- I wonder why. Shouldn´t it be possible runnning this way faster? got 5-10 fps here
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SaphuA
Yep.. way too slow.
You might want to dig a bit more into AS3 and actualy learn it's advantages. Are you even using bitmaps in this game?
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hippie hater
New version
http://img487.imageshack.us/my.php?i....swf&width=320
Anything is cachedAsBitmap
I may be wrong but maybe the problem is not the speed to calculate things but the speed to draw so much missiles
I will cut some ones and see what happens, this engine is just to see what is the limit, anyway, the real game will have a lot less missiles
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Pumpkin Carving 2008
If you only have one or two kinds of missiles, it would be in good interest to draw them with the drawing API, it will give you a lot of cpu resources back.
The 'Boose':
ASUS Sabertooth P67 TUF
Intel Core i7-2600K Quad-Core Sandy Bridge 3.4GHz Overclocked to 4.2GHz
8GB G.Skill Ripjaws 1600 DDR3
ASUS ENGTX550 TI DC/DI/1GD5 GeForce GTX 550 Ti (Fermi) 1GB 1GDDR5 (Overclocked to 1.1GHz)
New addition: OCZ Vertex 240GB SATA III SSD
WEI Score: 7.6
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hippie hater
I used to think that bitmaps were faster then vectors
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hippie hater
So, how's the second one running?
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I dont mean to crit. but wouldn´t be checking box collision (or first bouding box) way faster as the brute- force method it looks like now?- as soon as it hits with a bounding box it already tells AS what particular cells, pixels or shapes to watch out for.
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hippie hater
Brute force was the first thing i tryed and was slow as hell
The way the hitTest is now is based on tiles, as you could see in the first post
I am not a fan of tiles but i have to use them cos they are fast
Last edited by Cimmerian; 03-12-2007 at 12:04 AM.
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hippie hater
Allright, latest version!!
http://img401.imageshack.us/my.php?i....swf&width=320
Now runs a lot faster, damn tiles shouldn't listen to anything
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Pumpkin Carving 2008
It should run a lot faster if you don't have any missiles firing.
The 'Boose':
ASUS Sabertooth P67 TUF
Intel Core i7-2600K Quad-Core Sandy Bridge 3.4GHz Overclocked to 4.2GHz
8GB G.Skill Ripjaws 1600 DDR3
ASUS ENGTX550 TI DC/DI/1GD5 GeForce GTX 550 Ti (Fermi) 1GB 1GDDR5 (Overclocked to 1.1GHz)
New addition: OCZ Vertex 240GB SATA III SSD
WEI Score: 7.6
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so you trashed the tile- thingy?- was wondering anyway why using it here for the collision.
Tiles seem to be a hype lately they dont fit always. It runs alot faster now. Just an idea about a double region cloud? think of a cloud as a mass with a inner region and an outer region (some thick border)- depending if the missle hits either in the core of the cloud (inner shape) or outer border it destroys different or takes different damage.
I´d like to see some partciles (either coded or animated) as soon as a missle gets hit to get more action on the screen.
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hippie hater
ImprisionedPride: i will cut some missiles, in fact, i cant image why i need so much missiles in a real game
renderhjs: I didnt trash the tiles, its just that in the old way each tile was listening to an "enterFrame" event and now i figure out a way without it
In this game tiles has nothing to do with the graphics, the only reason i have used them is because, the first thing i ever tryed was making each missile math-circle-hitTest all explosions, and it was slow like hell
The second thing was draw the explosions on a bitmap data and make each missile see if his his xy pixel, as if they were in that bitmapData, was not white, if not it was a hitTest, and this was slow too
Now, the 'tiles' way is like this, each missile only has to see if the tile he is in has the property isInFire == true, and when a explosion happens all it does is calculate what are the tiles under that circle and fire them
Personaly, i would rather that the first ways were not so slow cos i really dont like tiles that much, but i have to admit they are good to solve problems
I will put more particles and stuff as soon as i get rid of all the code, wich is the real chalenge for me
See Ya!
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Pumpkin Carving 2008
What I meant was the last link you posted did not fire ANY missiles, unless I'm just stupid I couldn't get it to fire. (using FF?).
The 'Boose':
ASUS Sabertooth P67 TUF
Intel Core i7-2600K Quad-Core Sandy Bridge 3.4GHz Overclocked to 4.2GHz
8GB G.Skill Ripjaws 1600 DDR3
ASUS ENGTX550 TI DC/DI/1GD5 GeForce GTX 550 Ti (Fermi) 1GB 1GDDR5 (Overclocked to 1.1GHz)
New addition: OCZ Vertex 240GB SATA III SSD
WEI Score: 7.6
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hippie hater
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Pumpkin Carving 2008
I just tested in IE, and it works fine. The gods seem to dislike FF, dispite it's awesomeness.
The 'Boose':
ASUS Sabertooth P67 TUF
Intel Core i7-2600K Quad-Core Sandy Bridge 3.4GHz Overclocked to 4.2GHz
8GB G.Skill Ripjaws 1600 DDR3
ASUS ENGTX550 TI DC/DI/1GD5 GeForce GTX 550 Ti (Fermi) 1GB 1GDDR5 (Overclocked to 1.1GHz)
New addition: OCZ Vertex 240GB SATA III SSD
WEI Score: 7.6
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hippie hater
I've tested it in firefox...really dont understand
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Pumpkin Carving 2008
Hmmm... whatever that thing is in the top center does not appear when I test in firefox. I've cleared my cache to ensure it's not an old version, but I still see nothing in ff.
The 'Boose':
ASUS Sabertooth P67 TUF
Intel Core i7-2600K Quad-Core Sandy Bridge 3.4GHz Overclocked to 4.2GHz
8GB G.Skill Ripjaws 1600 DDR3
ASUS ENGTX550 TI DC/DI/1GD5 GeForce GTX 550 Ti (Fermi) 1GB 1GDDR5 (Overclocked to 1.1GHz)
New addition: OCZ Vertex 240GB SATA III SSD
WEI Score: 7.6
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