hi folks,

some of you might have seen my iso-engine while reading the tales frome the codefront blog

i dumped the development of the engine for some weeks, but i had some time this weekend and started to optimize the code. although the result is somewhat dis-satisfying (rewrite 50 lines of code to gain 2ms) i think in the sum of it, it will be worth the efford.

the other option to make the thing faster would be to either drop the second screen (the option i favor) or use another way to playback the "opponent" (currently the playback uses the same physics as the player, cause this results in way less data ... but this way a second calculation cycle is needed)

to the demo
instructions:
press the record button, move the player with the cursor keys, use ctrl to jump
at any time (or after the record-buffer is full) press stop, then "rew" and afterwards "play" - the sprite on the second screen should now move the way you did before.
NOW move your (left screen) sprite again and have a look at the fps ...

post them along with some machine stats (os/browser/mhz/ram)

thanks in advance, <olli/>

ps: as for the not-tilebased tiles ... well read the first posts on crystalis for a description ...