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Re: Raycasting Demo (like Wolfenstein3D, just veery basic)
Posted: Thu Feb 25, 2010 5:59 pm
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.
Re: Raycasting Demo (like Wolfenstein3D, just veery basic)
Posted: Thu Feb 25, 2010 6:27 pm
by Robin
bartbes wrote:EDIT: It is pretty ironic and deep as well though, thanks for pointing that out.
"bartbes: deep by accident"
Re: Raycasting Demo (like Wolfenstein3D, just veery basic)
Posted: Thu Feb 25, 2010 8:50 pm
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!
This post was useless by the way.
Re: Raycasting Demo (like Wolfenstein3D, just veery basic)
Posted: Thu Feb 25, 2010 9:03 pm
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.
Re: Raycasting Demo (like Wolfenstein3D, just veery basic)
Posted: Thu Feb 25, 2010 9:11 pm
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)
Re: Raycasting Demo (like Wolfenstein3D, just veery basic)
Posted: Thu Feb 25, 2010 9:18 pm
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.)
Re: Raycasting Demo (like Wolfenstein3D, just veery basic)
Posted: Thu Feb 25, 2010 11:02 pm
by TechnoCat
to print FPS in a windowed program use
Code: Select all
love.graphics.setCaption(love.timer.getFPS())
Re: Raycasting Demo (like Wolfenstein3D, just veery basic)
Posted: Thu Feb 25, 2010 11:12 pm
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)
Re: Raycasting Demo (like Wolfenstein3D, just veery basic)
Posted: Fri Feb 26, 2010 9:48 pm
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.
Re: Raycasting Demo (like Wolfenstein3D, just veery basic)
Posted: Fri Feb 26, 2010 10:07 pm
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.