thumpgun
Zombie club life member
i like this alot thanks .....
Probably because we consider 25-30 fps "satisfying" and you don't?Alex. said:I gave this a try myself, just for fun, and only managed to obtain satisfying results with hardware sprites, and no alpha :unsure:
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What's most surprising is that real-time circles with alpha are a lot faster than pre-rendered sprites with alpha!
With 60 circles and alpha, my frame rate drops to the low 20's every time there's a significant number of explosions. My code is very simple, and all slowdowns happen due to the alpha blending. I thought Fenix was based on SDL, so how come it is faster with alpha blending than C with SDL? :-/
Well I just expected a 200mhz machine to be able to pump some more fps, but I suppose alpha blending involves simply too many fp calcs to be feasible at ~50fps. I do think 25-30 is good, it's just that for my program it was very unreliable, with severe ups and downs, and I was a bit worried.Nagelfar said:Probably because we consider 25-30 fps "satisfying" and you don't?
Alex. said:Well I just expected a 200mhz machine to be able to pump some more fps, but I suppose alpha blending involves simply too many fp calcs to be feasible at ~50fps. I do think 25-30 is good, it's just that for my program it was very unreliable, with severe ups and downs, and I was a bit worried.Nagelfar said:Probably because we consider 25-30 fps "satisfying" and you don't?
Problem here is SDL. Its alpha blending is fucking, fucking slow, worst I've ever encountered. I bet your native approach is much faster.
