Ok, that is really faster when you don't move but when you move the
camera, the FPS fall down as before... not?
Yes. But I think that the "cache patch" wouldn't impact on performances.
So on critical moments, the game just would works as yet (display
everything).
But ... on 70% of time (at least) ... nothing happens. So we will have
something like 200 fps (we can dream) on 70% of time, and maybe 100 fps
on critical moments :-)
Ok, how handle we the particules (nuts, clouds,etc...) should we
disable them when we use the cache mechanism or not (with map like
Arbres, nuts seems to cover 70% of the screen)
Ok, if you are intersted, I can write a map method to redraw the map(
sky / ground ) of a rectangle area and not all the screen then with a
such method you can apply your patch ?
I think that with SDL it would be *very* easy because Blit function
accept (need) rectangles :-)
Yes that is sufficient for sky/background and that would be optimal to
render the ground is to try render only the tiles item that intersect
the rectangles to refresh (what I can do easily as I have already made
it for tile item digging method)
Ok, I write the method to redraw only a rectangle area of the map.
Jean-Christophe
Is it a work in progress ?
Matt