Reboot Comp ( missed ) : Comet Killer 1940's Edition

Started by Qube, May 22, 2020, 06:59:13

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iWasAdam


Steve Elliott

#16
Quote
Really nice Steve, great look to everything :P

Thanks Adam :D  My lack of maths skills is hampering me a bit but it's beginning to take shape, entities are spliting now - and with a satisfying sound effect.
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Steve Elliott

#17
Hmm once again I'm getting glitching with Sprites in AGK in my project (as I'm adding a sprite to each vector point).  I've actually spoken to the main developer of AGK online and he is adament that hiding sprites is the way to go because it's so optimized - even though it's such a pain.  I personally feel you should just use a draw sprite command for sprites that you want drawn on-screen, and any other sprites created are natually hidden, rather than all sprites will be drawn unless you hide them!

Maybe I've missed a hide of a particular sprite or two, but a glitch in the matrix is the outcome for a split second.  Qube I think you use the DrawSprite command everytime?  Certainly more natural and less hassle, it's just that Paul Johnston says hiding sprites is more efficient.
Win11 64Gb 12th Gen Intel i9 12900K 3.2Ghz Nvidia RTX 3070Ti 8Gb
Win11 16Gb 12th Gen Intel i5 12450H 2Ghz Nvidia RTX 2050 8Gb
Win11  Pro 8Gb Celeron Intel UHD Graphics 600
Win10/Linux Mint 16Gb 4th Gen Intel i5 4570 3.2GHz, Nvidia GeForce GTX 1050 2Gb
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Qube

Quote from: Steve Elliott on May 26, 2020, 19:55:06
Maybe I've missed a hide of a particular sprite or two, but a glitch in the matrix is the outcome for a split second.  Qube I think you use the DrawSprite command everytime?  Certainly more natural and less hassle, it's just that Paul Johnston says hiding sprites is more efficient.
I do as it's way more efficient coding wise and I don't have to clone sprites for every frame of a particle animation on screen ( after hiding them ). I have done a few test from time to time using sync() over swap() and hiding sprites but I've never seen any speed boost from hiding sprites and using the sync() method. Perhaps if I were using all the other gubbins like the built in font / particle / splines functions then maybe ( I doubt it ) but for sprites alone I've never had any speed issues using DrawSprite using a texture atlas.
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Until the next time.

Steve Elliott

ok so DrawSprite() and Swap() is the way to go, thanks.
Win11 64Gb 12th Gen Intel i9 12900K 3.2Ghz Nvidia RTX 3070Ti 8Gb
Win11 16Gb 12th Gen Intel i5 12450H 2Ghz Nvidia RTX 2050 8Gb
Win11  Pro 8Gb Celeron Intel UHD Graphics 600
Win10/Linux Mint 16Gb 4th Gen Intel i5 4570 3.2GHz, Nvidia GeForce GTX 1050 2Gb
macOS 32Gb Apple M2Max
pi5 8Gb
Spectrum Next 2Mb