Sprite3D engine [DX9]
Here another DirectX9 speed test (written by me):
Please use the star0.png from eddys speedtest.
There are a 32bit and a 64 bit version.
You can change the DeltaSpeed with the mouse wheel.
You can add 50 new sprites with the left mouse button.
Right mouse button removes 50 sprites.
I got ~249 FPS with 500 sprites.
http://www.datafilehost.com/download-6be0b2d9.html
Screenshot:

Please use the star0.png from eddys speedtest.
There are a 32bit and a 64 bit version.
You can change the DeltaSpeed with the mouse wheel.
You can add 50 new sprites with the left mouse button.
Right mouse button removes 50 sprites.
I got ~249 FPS with 500 sprites.
http://www.datafilehost.com/download-6be0b2d9.html
Screenshot:

Belive! C++ version of Puzzle of Mystralia
Bug Planet
<Wrapper>4PB, PB<game>, =QONK=, PetriDish, Movie2Image, PictureManager,...
Bug Planet
<Wrapper>4PB, PB<game>, =QONK=, PetriDish, Movie2Image, PictureManager,...
Previous test didn't run on my machine. This one does. 750 fps at 500 with a movie playing on the second monitor 

( PB6.00 LTS Win11 x64 Asrock AB350 Pro4 Ryzen 5 3600 32GB GTX1060 6GB)
( The path to enlightenment and the PureBasic Survival Guide right here... )
( The path to enlightenment and the PureBasic Survival Guide right here... )
You can test my speed example with your own sprite too.
Rename your sprite to: star0.png (=128x128) (e.g.: Rename star1.png (512x512) to star0.png)
Transparent color is $0.
Each sprite size is working (I hope so)
Rename your sprite to: star0.png (=128x128) (e.g.: Rename star1.png (512x512) to star0.png)
Transparent color is $0.
Each sprite size is working (I hope so)
Belive! C++ version of Puzzle of Mystralia
Bug Planet
<Wrapper>4PB, PB<game>, =QONK=, PetriDish, Movie2Image, PictureManager,...
Bug Planet
<Wrapper>4PB, PB<game>, =QONK=, PetriDish, Movie2Image, PictureManager,...

This lib becomes huge.
Last edited by eddy on Sun Apr 05, 2009 8:59 pm, edited 1 time in total.

I'll add this feature in the main demo.
Damn, I've headaches because of all trigo calculations
FPS ~ 1000

Damn, I've headaches because of all trigo calculations

FPS ~ 1000

Last edited by eddy on Sun Apr 05, 2009 10:22 pm, edited 1 time in total.





Good... This sprite type will be dedicated to particles FX.Deeem2031 wrote:Nice work, now it's even faster than IceSofts speedtest: ~2220 fps
I don't plan to generalize this.
Before :
1 particle = 1 Mesh = 1 entity = N effects
After :
N particles = 1 Mesh = 1 entity = N effects

What does it mean?eddy wrote: Before :
1 particle = 1 Mesh = 1 entity = N effects
After :
N particles = 1 Mesh = 1 entity = N effects
It is only so fast because is is only a N to 1 relationship (Particles to Meshes relationship)?
Or little bit easier: It is only so fast because it is only one sprite?
Belive! C++ version of Puzzle of Mystralia
Bug Planet
<Wrapper>4PB, PB<game>, =QONK=, PetriDish, Movie2Image, PictureManager,...
Bug Planet
<Wrapper>4PB, PB<game>, =QONK=, PetriDish, Movie2Image, PictureManager,...
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I think he means that instead of creating 1 mesh for each particle, he's only using 1 mesh for displaying all particles on it...IceSoft wrote:What does it mean?eddy wrote: Before :
1 particle = 1 Mesh = 1 entity = N effects
After :
N particles = 1 Mesh = 1 entity = N effects
It is only so fast because is is only a N to 1 relationship (Particles to Meshes relationship)?
Or little bit easier: It is only so fast because it is only one sprite?
So instead of having thousand of triangles on the scene, eddy has reduced it to just 4 (8 maybe?)