Miner49er
Active Member
Hi folks,
(forgive me if I've asked this exact same question before)
I've been working on a game for a while now. It's a full-screen-scrolling platformer using SDL for graphics/input. On my computer at home, it uses about 4-9% CPU (quad-core 2.5 Ghz CPU with intel graphics-card) - which is just fine and dandy.
Last night, I compiled it for my pandy and was saddened to see it use upwards of 90% CPU!! And it was noticebly slower than on my computer.
This makes me very sad as I worked to get cpu usage down as low as possible.
Can _anybody_ give me any advice/tips on how to improve this?
So as to not waste time, here's what I've done so far:
1. Convert all loaded graphics to bpp of screen
2. Removed delay from main loop (for pandora) so theoretically it should be using 100% cpu
If anyone has any clue or tips I would very much appreciate it
cheers,
m
(forgive me if I've asked this exact same question before)
I've been working on a game for a while now. It's a full-screen-scrolling platformer using SDL for graphics/input. On my computer at home, it uses about 4-9% CPU (quad-core 2.5 Ghz CPU with intel graphics-card) - which is just fine and dandy.
Last night, I compiled it for my pandy and was saddened to see it use upwards of 90% CPU!! And it was noticebly slower than on my computer.
This makes me very sad as I worked to get cpu usage down as low as possible.
Can _anybody_ give me any advice/tips on how to improve this?
So as to not waste time, here's what I've done so far:
1. Convert all loaded graphics to bpp of screen
2. Removed delay from main loop (for pandora) so theoretically it should be using 100% cpu
If anyone has any clue or tips I would very much appreciate it
cheers,
m