Hi, Le dimanche 20 novembre 2005 à 12:25 +0100, Jean-Christophe Duberga a écrit : > Agree, but the way we have choosen to write wormux make it impossible to > be runned on so old hardware :
(...) Yes I know ... I just would like to say, I you wrote, that "we can do it better" ;-) > Note: For the SDL_SetVideoMode call with the bpp set as 16, I have > already telling that 2 monthes ago : > https://mail.gna.org/public/wormux-dev/2005-09/msg00014.html > with the explaination of why we don't fix the bpp to 16 bits per pixels. It really goes slower when I use 16 bpp (8 instead of 21 fps). I choosed *32* bpp in SDL_SetVideoMode. But 0 is maybe better !? > 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, 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 :-) But we also need a cache for TTF rendering (eg. keep 200 objects with a algorithm to sort them as "last used", good algorithms exist). > Oh oh... with our software graphic surface alpha blending functions, > that would be always faster to draw A and B as drawing the big A+B (ok, > that is not true when A and B measure each 1pixel and are adjacent but > for our surfaces that will be always true). Why ? the alpha blitting > functions have a small overhead and are very dependents of the number > of blended pixels . Ok, so we can start with dumb cache, and then maybe improve it. Bye, Haypo -- Victor Stinner - étudiant à l'UTBM (Belfort, France) http://www.haypocalc.com/wiki/Accueil
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