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383,890,620 polygons
[speedtest] iso, slopes and not-tilebased tiles
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 ...
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