Search found 2 matches
- Tue Nov 20, 2012 7:15 am
- Forum: Support and Development
- Topic: Optimizing updates and rendering for thousands of tables
- Replies: 2
- Views: 3413
Re: Optimizing updates and rendering for thousands of tables
I'm not thinking that the rendering is the main problem. While it probably is part of the reason the game is so slow, the game ran very fast before I started using tables to represent particles. I used to be using numbers. sand was 1 and wall was 2. I might have to go back to that system, but the if...
- Tue Nov 20, 2012 5:12 am
- Forum: Support and Development
- Topic: Optimizing updates and rendering for thousands of tables
- Replies: 2
- Views: 3413
Optimizing updates and rendering for thousands of tables
I'm making a falling sand like game. If you've never played one, you can play a good one here . The idea is that everything is made up of tiny particles. These particles react to each other in different ways depending on what elements they are. Right now, I have a very basic demo working very slowly...