I'm sad... My game turn perfectly on my machine but seems to hang on another one ( with a smaller video card for example )... It seems to be the sprite3D... I've two solutions: i restart the code at zero and i pass my game to the 640*480 ( it's on 800*600 now.. it seems that in 640*480 or in 800*600*32 it don't hang )...
or i let the choice to the user ( full details with full sprite3D or normal with less ).
Help to optimize
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It turns good for you? When it's critical ( megabomb, phoenix, enemy ships, asteros... )?
no hang? With what kind of machine ? ( because i can't test it on a slower machine....
)
I'm scarry with second level ( lot of sinus waves for the water and other effects )... The sprite engine ( not 3D ) : does it support many MANY larger SPRITES without problems ( i need to know before continue ).. if yes, it's SPRITES 3D For sure..
no hang? With what kind of machine ? ( because i can't test it on a slower machine....

I'm scarry with second level ( lot of sinus waves for the water and other effects )... The sprite engine ( not 3D ) : does it support many MANY larger SPRITES without problems ( i need to know before continue ).. if yes, it's SPRITES 3D For sure..
Pol.
Intel Core2Duo 6600 - 3Gb DDR2 - Geforce8800Gts - Vista Home Premium 32bits
Intel Core2Duo 6600 - 3Gb DDR2 - Geforce8800Gts - Vista Home Premium 32bits
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another optimazion would be using the squares of values if you have to calculate distance because calculating with dist^2 is worlds faster than calculating many dist=sqr(X^2 + y^2) ...
means
use dist=X^2+Y^2 instead of dist=sqr(x^2+y^2) but ^2 all other distance values too which you need to compare ...
one thing to sprite 3D: use them only in 2^x X 2^x width and heights because otherwise many cards won't show them, for example 256x256 or 128x128
means
use dist=X^2+Y^2 instead of dist=sqr(x^2+y^2) but ^2 all other distance values too which you need to compare ...
one thing to sprite 3D: use them only in 2^x X 2^x width and heights because otherwise many cards won't show them, for example 256x256 or 128x128
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