Search found 4 matches
- Sat May 23, 2015 9:55 pm
- Forum: Support and Development
- Topic: Drawcall considerations and optimization?
- Replies: 6
- Views: 3875
Re: Drawcall considerations and optimization?
The problem with spritebatches is that: Object 1 of with image A needs to draw before Object 2 with image B Object 2 of with image B needs to draw before Object 1 with image A The only in lua solution i see to this problem is to cut down the size of the batches, wherever draw order is wrong betwhee...
- Sat May 23, 2015 8:38 pm
- Forum: Support and Development
- Topic: Drawcall considerations and optimization?
- Replies: 6
- Views: 3875
Re: Drawcall considerations and optimization?
[wiki]SpriteBatch[/wiki]es are easily the best way to improve rendering performance in LÖVE – even if they're cleared and everything is added to them every frame. Making any use of them at all will probably be a big performance boost, if you're bottlenecked by graphics code. There are some other ge...
- Sat May 23, 2015 8:23 pm
- Forum: Support and Development
- Topic: Drawcall considerations and optimization?
- Replies: 6
- Views: 3875
Re: Drawcall considerations and optimization?
Hello and welcome to the forums. One thing you can try is to profile your Lua code, you may be surprised where the bottlenecks could be. Like for example {camera:worldToLocal(obj.x,obj.y)} creates an intermediate table which in my experience could cause stutter at a later point when the GC kicks in...
- Sat May 23, 2015 7:24 pm
- Forum: Support and Development
- Topic: Drawcall considerations and optimization?
- Replies: 6
- Views: 3875
Drawcall considerations and optimization?
I am porting a game from existing assets to love2d. To give you an idea about whats going on: https://love2d.org/imgmirrur/3BJ2cSZ.png I am experiencing a performance issues when dealing with a "Large" amount of objects ... Or in this case, somewhere around a thousand. The "Draw Objec...