Whiteclaws's Recent Forum Activity

  • Yep, your approach is not optimal in this case, deleting and recreating array every tick is basically butchering your fps

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  • For each XYZ

    System compare two values array.curvalue=1

    You can then get the coordinates with the Array.curX, array.curY, and array.curZ expressions. Save them to a variable, or push the coordinates into another array if you expect to have multiple locations that have the value 1.

    You would have to go through every point of the multidimensional array every time you wanted to detect that one value, that would take a ton of processing power and would most likely halt your game if your array is substantially big, How do you generate those one values ? Isn't there any way to keep them in a one-dimensional array as multidimensional tokens? For example: "4/2/5"

  • > Its was just:

    > family, for each ordered by y ascending, send to front

    >

    is that still working?

    sorry for reviving this post... but my r240 doesnt work like that anymore for me atleast.

    This was when we didn't have Z-sorting lol

  • For each (Object)

    Sprite is on-screen

    Sprite Animation Frame > 0

  • You could probably do it using the the canvas behavior and PixelAt, I'll see if I can make you an example

  • You need experience & atleast a college degree in engineering or computer science, depending on your employer

    Ashley, you are self-employed, I'd assume you would hire yourself if you had to hire somebody and you were available

  • 2D games on modern PC should never be slow, the optimisation should be applied on games that are on mobile

  • No they don't, they use OpenGL and OpenGL most likely clears screen buffer and rasterizes vectors and adds fragments every draw call, you are confusing the memory used to store those Images for quick access and the memory used to handle fragment shaders and vertex shaders, there's definitely multiple passes with effects and that can slow down things especially on devices that do not support OpenGL effects

  • Arima, well I assumed C2 draws everything in one draw call.

    But OP, most likely the bottleneck is CPU-wise for most modern systems

  • saiyadjin

    Yes, and it does, a modern mobile GPU can push out 60 to 120 draw calls per second, also, that is misleading cause RAM is cleared between draws and the number of pixels drawn has nothing to do with the total RAM used per frame to draw screen

  • All the frame is redraw every time, so 1920*1080*60 draws per second, other than that, drawing is super-optimised, don't even try to, so I would assume the bottleneck is in the CPU and thus less sprites processed, the more performance, also, smaller re-usable assets are good too.

  • That is definitely not the way to do it efficiently

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Whiteclaws

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