hi!
just getting my first couple of demos going and planning some bigger projects. i was wondering if anyone could provide me with an example of a game that pushes love too far, as in it's too power hungry for love to deal with. anything with slowdown etc. i basically want to see where the ceiling is in terms of power. im from a blitzmax background and would really appreciate any help in seeing what the difference between the two is speed-wise. i understand that every computer's different, but if anyone has anything that slows down their computer, id really love to see it.
thanks!x
when does your game slow down?
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- hertzcastle
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Re: when does your game slow down?
I use a computer with only 1 GB RAM to program with LOVE, in order to optimize my code. It slows down when displaying more then 750 32x32 tiles per frame or, obiviously when a load function (es newFont or newImage) is running continuously inside the update callback.
- bartbes
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Re: when does your game slow down?
The biggest slowdowns are when you either send a lot to the GPU (newFont, newImage, etc) or use huge loops. (i.e. draw pixel-by-pixel)
EDIT: and.. moved.
EDIT: and.. moved.
- hertzcastle
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Re: when does your game slow down?
ah cool ok! thanks for the advice!
my computers only got 1gb ram as well. doing most of my tiles at 64 x 64 and i guess i'll be drawing them to an 800 x 600 window. been using 640 x 480 up till now. 800 x 600 should be ok tho right? i mean, as long as i dont have too many layers to my map(i dont plan on having more than 2 or 3).
thanks again!x
my computers only got 1gb ram as well. doing most of my tiles at 64 x 64 and i guess i'll be drawing them to an 800 x 600 window. been using 640 x 480 up till now. 800 x 600 should be ok tho right? i mean, as long as i dont have too many layers to my map(i dont plan on having more than 2 or 3).
thanks again!x
Re: when does your game slow down?
It should be ok, but remember to draw only visible tiles (using this method you can load very large maps). Another answer is Mode7. Mode7 slows down a lot my game (it's unplayable)...
- hertzcastle
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Re: when does your game slow down?
how would you go about setting up a loop that only draws visible tiles? so far ive just been using
Code: Select all
for y = 1, hMapIn do
for x = 1, wMapIn do
sheetIn:seek(mapIn[y][x])
love.graphics.draw(sheetIn, (x * wTileIn) + xOffIn, (y * wTileIn) + yOffIn)
end
end
- hertzcastle
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Re: when does your game slow down?
is that what scissor() is for?
- bartbes
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Re: when does your game slow down?
That is what setScissor does, yes.
- hertzcastle
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Re: when does your game slow down?
so, do you just use setScissor(args) once, or do you have to use setScissor(no args) every draw call? probably sounds like a stupid question but with bmax you had to use Cls every loop.
thanks guys.x
x
thanks guys.x
x
- bartbes
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Re: when does your game slow down?
Once, doc page. The no argument version is only to clear the scissor (draw everything again)
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