How to avoid drawing map every single tick
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Re: How to avoid drawing map every single tick
Guys, I tried the canvas but it didn't really work.
http://videobin.org/+5zj/6mf.html
I made that video so you can see more or less what is happening. (I included code so that you can see the changes I make).
Thank you.
http://videobin.org/+5zj/6mf.html
I made that video so you can see more or less what is happening. (I included code so that you can see the changes I make).
Thank you.
Re: How to avoid drawing map every single tick
Hm. You draw like 50 rectangles in one frame, right? That really should not be slow. I take it the setDrawRange function prevents that rectangles off-screen get rendered. Can you make sure that works correctly?
The idea was that you only draw to the Canvas when you need to update the terrain. With a sidescroller like this, it's probably not going to be much better. Of course you could do some tricks if you expect the terrain to stay that blocky, but this game should run fast without a Canvas anyway.
We need to see more code to help you out.
The idea was that you only draw to the Canvas when you need to update the terrain. With a sidescroller like this, it's probably not going to be much better. Of course you could do some tricks if you expect the terrain to stay that blocky, but this game should run fast without a Canvas anyway.
We need to see more code to help you out.
Shallow indentations.
Re: How to avoid drawing map every single tick
Code? Attached is all code in a .love.
I am very sure that :setDrawRange is only drawing what is necessary, that was one of my first suspicions. One way to fix this would be to have 32*32 tiles instead of 16, but 32 would make it so much harder...
I am very sure that :setDrawRange is only drawing what is necessary, that was one of my first suspicions. One way to fix this would be to have 32*32 tiles instead of 16, but 32 would make it so much harder...
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- slow_tilemap_drawing.love
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Re: How to avoid drawing map every single tick
The AdvTileLoader drawing indeed seems a bit inefficient. I don't know the format it is loading, perhaps it has to do it this way. SpriteBatches could speed it up enormously if they were compatible with that format.
However, your collision code is even slower than the drawing. At least for me.
However, your collision code is even slower than the drawing. At least for me.
Shallow indentations.
- Roland_Yonaba
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Re: How to avoid drawing map every single tick
All your pain, sufferings and miseries comes from this single function:
Well, you just need to reduce the number of collisions checks made.
Say for instance you are move right. Actually player.update() will call player.collidingRight()
Seems that this is really costful, in terms of operations made.
I suggest implementing a routine such as getTileXY. When passing player's x,y current position, it will return the x,y position of the player in the tile map.
Then it all becomes simple. When moving in a direction, you just check if tile getTileXY(player.x+dx,player.y+dy,tileWidth,tileHeight) is solid before authorizing this move.
Code: Select all
player.update()
Say for instance you are move right. Actually player.update() will call player.collidingRight()
Code: Select all
player.collidingRight = function(map)
for i = 1, map.TILE_SIZE - 1 do
if map.isSolid(player.x + map.TILE_SIZE, player.y + i) then
return true
end
end
return false
end
I suggest implementing a routine such as getTileXY. When passing player's x,y current position, it will return the x,y position of the player in the tile map.
Code: Select all
local function getTileXY(x,y,tileWidth,tileHeight)
return math.ceil(x/tileWidth),math.ceil(y/tileHeight)
end
Re: How to avoid drawing map every single tick
That looks like a great idea, but what would 'dx' and 'dy' be in that context? Thanks in advance. (I realize deltax and deltay, but how would I go about calculating them, and what do they mean?)Roland_Yonaba wrote:All your pain, sufferings and miseries comes from this single function:
Well, you just need to reduce the number of collisions checks made.Code: Select all
player.update()
Say for instance you are move right. Actually player.update() will call player.collidingRight()
Seems that this is really costful, in terms of operations made.Code: Select all
player.collidingRight = function(map) for i = 1, map.TILE_SIZE - 1 do if map.isSolid(player.x + map.TILE_SIZE, player.y + i) then return true end end return false end
I suggest implementing a routine such as getTileXY. When passing player's x,y current position, it will return the x,y position of the player in the tile map.
Then it all becomes simple. When moving in a direction, you just check if tile getTileXY(player.x+dx,player.y+dy,tileWidth,tileHeight) is solid before authorizing this move.Code: Select all
local function getTileXY(x,y,tileWidth,tileHeight) return math.ceil(x/tileWidth),math.ceil(y/tileHeight) end
- Roland_Yonaba
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Re: How to avoid drawing map every single tick
deltaX and deltaY, in the context, would the amount by which you would increase/decrease player's x and y coordinates each update cycle.munchor wrote: That looks like a great idea, but what would 'dx' and 'dy' be in that context? Thanks in advance. (I realize deltax and deltay, but how would I go about calculating them, and what do they mean?)
Actually, from what I can see in your code, if there's no collision in the moving direction along X or Y-axis, you use 1.
Example:
Code: Select all
for i = 0, player.vx - 1 do
if player.collidingRight(player.currentMap) then
player.vx = 0
else
player.x = player.x + 1
player.translated = player.translated + 1
end
end
Re: How to avoid drawing map every single tick
Damn, that really improved performance. I do have more collision bugs now:Roland_Yonaba wrote:deltaX and deltaY, in the context, would the amount by which you would increase/decrease player's x and y coordinates each update cycle.munchor wrote: That looks like a great idea, but what would 'dx' and 'dy' be in that context? Thanks in advance. (I realize deltax and deltay, but how would I go about calculating them, and what do they mean?)
Actually, from what I can see in your code, if there's no collision in the moving direction along X or Y-axis, you use 1.
Example:
So let deltaX and deltaY be 1.Code: Select all
for i = 0, player.vx - 1 do if player.collidingRight(player.currentMap) then player.vx = 0 else player.x = player.x + 1 player.translated = player.translated + 1 end end
Code: Select all
player.update = function()
player.vy = player.vy + player.y_acc
if player.vx > 0 then
for i = 0, player.vx - 1 do
if currentMap.isSolid(player.getTile(player.x + 16, player.y, 16, 16)) then
player.vx = 0
else
player.x = player.x + 1
player.translated = player.translated + 1
end
end
else
for i = 0, math.abs(player.vx) - 1 do
if currentMap.isSolid(player.getTile(player.x - 1, player.y, 16, 16)) then
player.vx = 0
else
player.x = player.x - 1
player.translated = player.translated - 1
end
end
end
if player.vy > 0 then
for i = 0, player.vy - 1 do
if currentMap.isSolid(player.getTile(player.x, player.y + 16, 16, 16)) then
player.vy = 0
else
player.y = player.y + 1
end
end
else
for i = 0, math.abs(player.vy) - 1 do
if currentMap.isSolid(player.getTile(player.x, player.y - 10, 16, 16)) then
player.vy = 0
else
player.y = player.y - 1
end
end
end
(...)
Also, I still have some performance-dropping spikes from time to time, I feel like I still have too many loops on my collision.
- Roland_Yonaba
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Re: How to avoid drawing map every single tick
Can you provide the full updated *.love, please ?
Re: How to avoid drawing map every single tick
There you go Thanks.Roland_Yonaba wrote:Can you provide the full updated *.love, please ?
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- lua_temp.love
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