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Posted: Sat Sep 30, 2006 8:26 am
by ..::Origin::..
I don't understand, can you show me an example please?
Posted: Sat Sep 30, 2006 4:15 pm
by dracflamloc
If tilewidth and height s constant:
TileMidHeight = TileHeight / 2
TileMidWidth = TileWidth / 2
Look for stuff that doesnt change a lot through the loop. For example you can do very fast division and multiplications using bit shifts.
In the end it could help a bit
Posted: Mon Oct 02, 2006 3:09 pm
by CadeX
Hello, Have you tried creating a large image of the map, then loading it broken up as the person moves? It will take alot more memory, but i'm sure it wont take nearly as much cpu as your current one!
Hope this helps, ¤ÇäÐëX¤!
Posted: Thu Oct 05, 2006 10:34 am
by ..::Origin::..
CadeX wrote:Hello, Have you tried creating a large image of the map, then loading it broken up as the person moves? It will take alot more memory, but i'm sure it wont take nearly as much cpu as your current one!
Hope this helps, ¤ÇäÐëX¤!
I tested it, and the CPU is worse.. memory is worse etc...
I've tuned alot of performance of the game down, fps is now maxxed at 30, cpu is roughly 4-5 now, memory still great because its low.. I guess it will have to do, it runs fast enough for me and that's all i asked for.. Thanks everyone for trying to help.
Posted: Mon Oct 09, 2006 12:52 pm
by ZeHa
Well prepare for a hard time
I'm working on an isometric engine too at the moment, and I have to say one thing: it is NOT as easy as it might first look. There are always some new problems that come up that you even didn't think about in the beginning.
I'm sorting the tiles now using the depth buffer (I'm programming it in C++ not in PB), and that makes sorting very quick of course. If you have to sort it manually, that costs a lot of time.
It's sad that PB doesn't support depth buffers at the moment (or did I overlook that?).