----- Original Message -----
From: "Ronald Lamprecht" <[EMAIL PROTECTED]>
To: "Pipeline" <[EMAIL PROTECTED]>; <[email protected]>
Sent: Saturday, February 23, 2008 12:40 PM
Subject: Re: [Enigma-devel] Maemo Port for Nokia Internet Tablets -
Performance
Patch r1046 has just been a preliminary experiment to check the
influence. I mailed yesterday the draft concept of a complete laser
light reengineering. It mainly addresses the large number of
inconsistencies in the current gaming logic concerning the laser light
(see bug reports #11112, #9475,...). But of course it addresses the
inefficiency of the laser beam drawing, too. You are right in your
assumption that the current implementation redraws all grids with a
laser beam on it on every frame with single change of laser light
anywhere. I plan to redraw just those grids where the light did change.
This should speed up the redraw on "Magic Triangle" by another factor of
3 - 4.
The r1046 patch improved performance in this level at least 300% so, yes
even as a preliminary experiment, your algorithm "magic" is much appreciated
:) There is a gliimpse of future playability... also on every cycle which
the block makes, when the lasers are triggered off, the fps rises to 60fps
for that brief second and then back down to 3fps or so.
While I look forward to seeing you complete implementation, I was referring
to animation of the laser stones themselves (st-laser-{n,e,s,w})... not the
beams or calculations of any objects in their path. The st-laser stone on
which the beam 'begins' has its own (sprite?) animation which updates
whenever the laser is on. This level (Magic Triangle) has around 23
st-laser stones being animated on every (paint/refresh). Completely
disabling this 'pulsing' animation (as a test) would have no impact on the
simulation other than for artistic purposes. Perhaps i will just try
looking a little further into the source to find this animation and test
this theory. If anyone knows where this is in the code, i'd appreciate a
short-cut :)
Also i previously stated sounds made no difference in performance. That is
only to say its not the current bottleneck on this Magic Triangle level. I
have not noticed a correlation with sounds and performance but i keep that
in mind and if i find a level that benefits greatly from disabling sound (as
Andreas mentioned), i will pass along.
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