Kurosu a écrit :
> Hi,
>
> Julien PUYDT a écrit :
>
>> How are animations done? Are the member rotations pre-computed and
>> stored in a table or are they recomputed each time?
>>
>
> Recomputed, mostly because the angle can take any value.
>
>
>> Recomputing is memory-friendly, storing
Kurosu a écrit :
> Julien PUYDT a écrit :
>> How are animations done? Are the member rotations pre-computed and
>> stored in a table or are they recomputed each time?
>
> Recomputed, mostly because the angle can take any value.
>
>> Recomputing is memory-friendly, storing is cpu-friendly.
>
> T
Hi,
Julien PUYDT a écrit :
> How are animations done? Are the member rotations pre-computed and
> stored in a table or are they recomputed each time?
Recomputed, mostly because the angle can take any value.
> Recomputing is memory-friendly, storing is cpu-friendly.
To achieve that, we'd probab
Kurosu a écrit :
> One can see that water animation consumes the most CPU time, then member
> rotation is 2nd. Their figures varies within +/-5% but the order is
> still kept. Tile::GetAlpha probably appears because the alpha reads are
> not batched together, but I don't think it's important at thi
I've run wormux in 1024x768 at 30fps. The figures below vary a bit
depending on resolution and framerate. I don't list functions below 4%
of total time (check 2nd column). Here are 2 scenarios:
1) A 5 minutes game on map funkyisland (the clouds animation don't seem
to add to the computation)
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