While I technically finished the 0.2 version of my graphics engine which has a reasonable speed at low internal resolutions and with only a couple of sprites, but it still gets bottlenecked a lot. First I'll throw out the "top-down determination algorhythm" as it requires constant memory paging (alrought it made much more sense when the engine was full OO and even slower).

Instead I'll use a overwriting ("bottom-up") method. It still needs constant updates and I have to remove the per sprite transparency key and use a per layer key, however it requires much less paging, and still have the ability of unbound layer numbers and sprite count with unbound sizes.

I also came up with the idea of reading slices out from the graphical elements to potentially speed up the process a bit, especially as the custom bitmaps it uses are 16bit for palette operations, so per pixel read operations would waste a portion of memory bus. So should I write a method for the bitmap class which gets a line from it? (an array slice as it contains the data in a single 1D array to avoid jagged arrays on a future expansion for a scaler) And can I write an array slice at a position of an array? (to reduce writeback calls)

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