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Thread: [overkill] How's the framerate?

  1. #21
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    19 classes "deep" or 19 classes "wide"?

    If "deep"... can we help you out with your OOP a bit, IP? Like Vengeance mentioned, I can't imagine the need for any depth greater than 2 or possibly 3 at the utmost extreme. Start a new thread if you like about it and I'll be happy to help

  2. #22
    Senior Member Alluvian's Avatar
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    Yeah, displacement maps can be a pain. I know what you mean as well about getting bull headed about how cool they are and not taking them out when not needed.

    I am using displacement maps in 2 of my work in progress games (one is ready for beta if I get off my but and make the sounds and halfway decent levels), but as they are as2 games, the hit is pretty heavy.

    One is using a perlin noise filter and a displacement map to make fire (nice effect) but really hurts as2 speeds even if I go out of my way to reduce the size of the filters. As a firefighting game, the screen can easily become FULL of fire at times.

    The other is wrapping projected planetary maps around a sphere. This one I ended up having to essentially cache at the start of the .swf. I just run the filter for all the planet types and copy 50 bitmaps for each into an array as they rotate, animate it ingame with copy pixels, and just grin and bear any quality loss due to resizing.

    I really need to go back and do the same thing with the fire game. Just make one fire instance and grab X bitmaps of it before the game starts. Just have to set it up so that the filter ends where it started so there is no twitch in the loop.

    Unfortunately, this concept wont work for you, having to warp unknown scenes. I agree the effect is not really fitting in this game, although I will give you credit for it being cool, and I understand your pain with removing it Just be glad you are not me, or you would make a new game based entirely around this ripple gimmick to throw on your pile of never finished games, heh.
    Last edited by Alluvian; 03-08-2010 at 11:39 AM.

  3. #23
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    I get around 21fps average.

    As a suggestion, I've had good success with implementing dynamic eye candy-- if there's a feature that looks good, but costs a lot of cpu, I turn it off (or use a "cheaper" version) if I detect that the game is running slow.

  4. #24
    formerly hooligan2001 :) .hooligan's Avatar
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    Frame rate is 25 fps on the standard speed and between 15 - 20 for the other two. Running on a dual core. It still seemed like it was running great at 15 fps. Looked smooth.
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  5. #25
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    Between 21 and 28 fps on the rippled version, 30 on the new version. This is on a Core Duo.

    Personally I thought the ripple looked out of place, I much prefer the new one with just scattered arrows.

  6. #26
    Pumpkin Carving 2008 ImprisonedPride's Avatar
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    Quote Originally Posted by dandylion13 View Post
    19 classes "deep" or 19 classes "wide"?

    If "deep"... can we help you out with your OOP a bit, IP? Like Vengeance mentioned, I can't imagine the need for any depth greater than 2 or possibly 3 at the utmost extreme. Start a new thread if you like about it and I'll be happy to help
    I can assure you they're all very much needed and crucially placed, thank you very much. If your "wide" means my "deep" then take it that way; I simply stated that my project had 19 (which was a miscount, it's 17) classes in the hierarchy and had several thousand lines of code:


    Anyhow, enough hijacking. Back to Venge's OT. I have to agree with rumble a bit here; I do like the ripple effect, though it seems out of the place. However, the reflection orb from other special character seems much more fitting for the theme. Definitely keep that one.
    Last edited by ImprisonedPride; 03-08-2010 at 10:40 PM.
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  7. #27
    WohOoooooo zompo's Avatar
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    Looks good, i like the hero effects Mine runs steady at 31 fps


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  8. #28
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    Yup, your "deep" is my "wide".. looks good

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