Trevor Bradley said:
OK kids, do NOT do this in your for loops:
CODE
if (alien_match) {
for (int i=0;i<(int)visible_alien_stars.size();i++) {
for (int i=0;i<(int)visible_alien_stars.size();i++) {
I'm seeing some serious radar speed improvements now...
At the center of is all I get 27 to 33 fps, even one backed out. Way better, but when I select or move to another star, it freezes up for about a second.
Trevor Bradley said:
...first download the new version...
I skipped the 273 and went straight for the 280, I hope it doesn't matter.
Trevor Bradley said:
give me specific instructions on how to reproduce the red area bug, such as:
Artifact is in Sector 9
Get Futurist Artifact
Go to Sector 8
Use Futurist Artifact.
Go to Sector 855-5550
Red area gives x FPS.
Ok, here:
Artifact is in Sector 6
Get Futurist Artifact
Go to Sector 8
Use Futurist Artifact $$$.
Go to Sector 855-5550
Red area gives 17 FPS.
CODE
Begining Loop 0 Basic Surfaces 1 Galaxy Surface 1 Radar Surface 1 Information Surface 49 Flip Screen 5 Before Delay 0
Begining Loop 0 Basic Surfaces 1 Galaxy Surface 1 Radar Surface 0 Information Surface 49 Flip Screen 5 Before Delay 0
Begining Loop 0 Basic Surfaces 1 Galaxy Surface 1 Radar Surface 0 Information Surface 51 Flip Screen 5 Before Delay 0
Begining Loop 0 Basic Surfaces 1 Galaxy Surface 1 Radar Surface 0 Information Surface 49 Flip Screen 5 Before Delay 0
Then I used a few random artifacts,
Sector 855-5550
Red area gives 16 FPS.
CODE
Begining Loop 0 Basic Surfaces 2 Galaxy Surface 0 Radar Surface 1 Information Surface 52 Flip Screen 5 Before Delay 0
Begining Loop 0 Basic Surfaces 1 Galaxy Surface 1 Radar Surface 0 Information Surface 52 Flip Screen 6 Before Delay 0
Begining Loop 0 Basic Surfaces 1 Galaxy Surface 1 Radar Surface 1 Information Surface 52 Flip Screen 5 Before Delay 0
Begining Loop 0 Basic Surfaces 1 Galaxy Surface 2 Radar Surface 1 Information Surface 52 Flip Screen 6 Before Delay 0
Hmm, with just one artifact it gets pretty bad, then a few more and it barely gets any worse.
(Oh, and what about making a few upgrades over 10, but only for speed and drive, but cost a ridiculous amount. Like $200 for lvl 11, $400 for lvl 12, $800 for lvl 13, $1600 for lvl 14 and $3200 for lvl 15. You get the picture, that way no one gets to max everything, there is always more, its just not worth it.)
Edit:
Also, in the middle (555-5555), in the red-zone, with maxed radar. 10 FPS
CODE
Begining Loop 0 Basic Surfaces 1 Galaxy Surface 3 Radar Surface 34 Information Surface 61 Flip Screen 5 Before Delay 0
Begining Loop 1 Basic Surfaces 1 Galaxy Surface 2 Radar Surface 30 Information Surface 55 Flip Screen 6 Before Delay 0
Begining Loop 1 Basic Surfaces 1 Galaxy Surface 2 Radar Surface 31 Information Surface 54 Flip Screen 7 Before Delay 0
Begining Loop 0 Basic Surfaces 1 Galaxy Surface 2 Radar Surface 20 Information Surface 56 Flip Screen 5 Before Delay 0
And zoomed out once:
CODE
Begining Loop 0 Basic Surfaces 1 Galaxy Surface 2 Radar Surface 18 Information Surface 54 Flip Screen 5 Before Delay 0
Begining Loop 0 Basic Surfaces 2 Galaxy Surface 2 Radar Surface 16 Information Surface 55 Flip Screen 6 Before Delay 0
Begining Loop 0 Basic Surfaces 1 Galaxy Surface 2 Radar Surface 17 Information Surface 54 Flip Screen 6 Before Delay 0
Begining Loop 0 Basic Surfaces 2 Galaxy Surface 1 Radar Surface 16 Information Surface 55 Flip Screen 6 Before Delay 0
Before the radar was 200, now its 30. Very nice job on the new code. But now the "Information Slice" (aka: red-zone) is wasting more.
I hope you can fix that too. But we all know that removing unnecessary vertexes and redefining polygons has always been extremely complicated. When all else fails, we layer.