tony11@hotmail.com said:
hi, i am no expert on this, but the main two things that really stuck out for me were the mouse pointer sitting in the middle of the screen, and having to turn the pandora up to 800mhz to get the first few levels to run at any speed, i did try level 14 at 800mhz and no chance, sooo slow. Is there anything else you would like me to keep an eye out for on this game?
I am not sure you realized that you are probably the first one that ran this game on Pandora. The problems you are poining out were known to no one so far.
The good news is that it seems that it works.
The bad news is that it seems that it does not run very fast.
I have developped this game on a high-end recent PC and tested it only on this kind of hardware so far. It reaches 500 fps (locked at 60) on it, which basically tells nothing about how it could run on a Pandora. I was not very optimistic, but I did not expected it to be as bad as what you say.
The game is slow for two reasons:
- It is written in Python, and therefore several order of magnitude slower than the same game written in C (with similar algorithms). CPU intensive part of the game are already quite optimized, therefore I don't think that I could make it run much faster using additionnal optimization.
- It uses SDL, which dos not seem to currently be able to use hardware acceleration on the Pandora.
There is something I can try, which could significantly help. There is a major optimization in the game, which basically precompute spirte and blit them, instead of just drawing them on real time. On my pc, it is very efficient. It could be that without hardware acceleration, it actually makes the game run slower.
I can also reduce the maximum number of displayed sprites. It is clear that the gameplay will change and eah level will probably have to be retuned. It will also imply that the gameplay will be different on pc and on pandora.
I change that and fix the mouse cursor bug, and update the game in a minute. Tempel, could you repackage please?