Raycasting Demo (like Wolfenstein3D, just veery basic)

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bartbes
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Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Post by bartbes »

No I meant what I said, love.graphics.print is pretty slow. (and it seems love.graphics.getFPS is as well)

EDIT: It is pretty ironic and deep as well though, thanks for pointing that out.
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Robin
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Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Post by Robin »

bartbes wrote:EDIT: It is pretty ironic and deep as well though, thanks for pointing that out.
"bartbes: deep by accident"
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TechnoCat
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Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Post by TechnoCat »

A really good optimization to raise FPS is to not draw anything.
Try it, cut out everything but the line the prints FPS. It will be huge!
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Jasoco
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Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Post by Jasoco »

Since when is love.graphics.print slow? I use it all the time and never notice any slowdown. And my game draws 32x32 tiles many many times each frame as well as text for the status bar and text dialogs.
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bartbes
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Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Post by bartbes »

I don't know, it appears to be, we even have a bug report for it. And, if you try it you'll see it actually does increase the FPS (it's visible, somehow I suspect the game to not use dt)
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Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Post by Jasoco »

Is this only in 0.6.x? Because 0.5.0 is fine for me. Or is it an OS specific bug? (I'm on OS X still using 0.5.0 for my game.)
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Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Post by TechnoCat »

to print FPS in a windowed program use

Code: Select all

love.graphics.setCaption(love.timer.getFPS())
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bartbes
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Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Post by bartbes »

Led to same performance decrease, hmm ironically it might be getFPS after all... (or my computer is doing weird shit, which is entirely possible of course)
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Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Post by scirath »

Hmm. Has anyone looked at the math yet? I know that some raytracing/raycasting engines would use pre-calculated look up tables to shave processing time off.
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bartbes
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Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Post by bartbes »

I certainly haven't, though I recently saw something about someone who calculated only one wall and used a trick to get all other walls from it.
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