That really should give perfomance issues on anything.
I've found is that lines are alot slower to draw than fills, so much so
that it's often a good idea to make fills of your lines when you need
that extra boost.
But I suspect there's something more fundamentally wrong going on here.
Exactly what is a bit hard to say without any code to look at.
I do most of my development with the fps set to max (120) and with a
framerate counter in the scene, that way I can easily see when I do
something that takes a big chunk of performance.
Martin Scott Goldberg skrev:
Heya guys, writing a repro of Asteroids and was getting an issue with
frame rates. The frustrating thing is that on my pc it works flawlessly,
as well as a few other people I had play test it. On others though
they're saying its chugging or starts chugging when the saucer appears.
Its been about 50/50 and is frustrating the hell out of me. Especially
when it doesn't seem to matter if its faster cpu systems or not.
I've optimized as much as I can, cutting down on loops, having graphics
done as runtime bitmap caching when possible, etc. I'm hoping the people
here have more suggestions.
Here is the version so far:
http://www.classicgaming.com/gamingmuseum/atariflash/asteroids-saucer.html
1 to start, up arrow to thrust, cntrl to fire, space for hyperspace.
Marty
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