EDIT (Sun Oct 7 10pm)-
Rejigged the way textures are managed and it should run very fast now. Zip file with executable here:
http://home.people.net.au/~matthew.lloyd/lloyd/Stuff/FinalStressTest_Improved.zip
Media still in first zip file below.
Hello All,
I've been playing around with an alternate method for animating sprites, based on the method I used in blitzplus to draw the creatures in my dungeon game, except that this is using blitz3d to allow real time scaling / rotation & blending by using blitz3d's sprites. Because of the different way the images are stored in memory with this system I can fit a lot more frames of animation in than would be possible although performance may be affected - which is why I'd like, if anyone is interested, to get some feedback regarding performance.
Here is the .zip file:
http://home.people.net.au/~matthew.lloyd/lloyd/Stuff/StressTest.zip
[a
EDIT :
http://home.people.net.au/~matthew.lloyd/lloyd/Stuff/StressTest.zip]Click here! [/a]
EDIT 2 - do the forum codes no longer work for links?
(3MB approx)
The arrow keys move left & right as well as moving closer to the sprites (forwards) or away (backwards). Space bar places additional sprites on the screen although this also occurs at every 1 second interval. Enter deletes a sprite. Escape quits.
I'm interested in number of entities at which FPS drops consistently below 60 or VRAM drops too low preferably at 800x600 resolution and your highest resolution.
Thank you,
Matt
EDIT - Please test this version as well (700kb) which uses the VRAM flag - I'd like to know if it runs better or worse with that flag. On my machine it is slower but maybe on yours it is faster?
http://home.people.net.au/~matthew.lloyd/lloyd/Stuff/StressTest3DSceneWithVRAMFlag.zip
Rejigged the way textures are managed and it should run very fast now. Zip file with executable here:
http://home.people.net.au/~matthew.lloyd/lloyd/Stuff/FinalStressTest_Improved.zip
Media still in first zip file below.
Hello All,
I've been playing around with an alternate method for animating sprites, based on the method I used in blitzplus to draw the creatures in my dungeon game, except that this is using blitz3d to allow real time scaling / rotation & blending by using blitz3d's sprites. Because of the different way the images are stored in memory with this system I can fit a lot more frames of animation in than would be possible although performance may be affected - which is why I'd like, if anyone is interested, to get some feedback regarding performance.
Here is the .zip file:
http://home.people.net.au/~matthew.lloyd/lloyd/Stuff/StressTest.zip
[a
EDIT :
http://home.people.net.au/~matthew.lloyd/lloyd/Stuff/StressTest.zip]Click here! [/a]
EDIT 2 - do the forum codes no longer work for links?
(3MB approx)
The arrow keys move left & right as well as moving closer to the sprites (forwards) or away (backwards). Space bar places additional sprites on the screen although this also occurs at every 1 second interval. Enter deletes a sprite. Escape quits.
I'm interested in number of entities at which FPS drops consistently below 60 or VRAM drops too low preferably at 800x600 resolution and your highest resolution.
Thank you,
Matt
EDIT - Please test this version as well (700kb) which uses the VRAM flag - I'd like to know if it runs better or worse with that flag. On my machine it is slower but maybe on yours it is faster?
http://home.people.net.au/~matthew.lloyd/lloyd/Stuff/StressTest3DSceneWithVRAMFlag.zip