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Re: Tiled Drawer
Posted: Sat May 21, 2011 4:59 pm
by Franc[e]sco
adrix89 wrote:Updated it for massive performance increase!
Basically I just check if we a are in a new bucket and if we are not use the previous calculated spritebatches
There is also allot less memory consumption and pretty much disregards the layer penalty
Also updated the maps, now the first map is a layer test with 7 layers, while the second is a mind boggling 512x512 map
Remember to press lshift to traverse faster
the fps is almost good! sometimes when you travel down the topmost row of tiles disappears though
Re: Tiled Drawer
Posted: Sat May 21, 2011 6:07 pm
by adrix89
Franc[e]sco wrote:
the fps is almost good! sometimes when you travel down the topmost row of tiles disappears though
I'll fix that in the next update since I have frames to spare,altogether I'm unwilling because it is adding 3 extra buckets only because the rate and tilesize height is not equal
Does the collisions work fine to you? are they accurate to the tiled map collision layer?
Re: Tiled Drawer
Posted: Sat May 21, 2011 11:10 pm
by Franc[e]sco
adrix89 wrote:Franc[e]sco wrote:
the fps is almost good! sometimes when you travel down the topmost row of tiles disappears though
I'll fix that in the next update since I have frames to spare,altogether I'm unwilling because it is adding 3 extra buckets only because the rate and tilesize height is not equal
Does the collisions work fine to you? are they accurate to the tiled map collision layer?
can't really check because I don't have a tmx editor
Re: Tiled Drawer
Posted: Sun May 22, 2011 6:52 am
by adrix89
Franc[e]sco wrote:
can't really check because I don't have a tmx editor
http://www.mapeditor.org/
Re: Tiled Drawer
Posted: Mon May 30, 2011 6:59 am
by ninwa
Very cool.
Re: Tiled Drawer
Posted: Wed Jun 22, 2011 10:50 am
by adrix89
Added some smart memory garbage collection.
Fix initializing image per sprite batch(that was stupid)