bit shifting and isometrics engines..
Bitshifting only applies if the tile x and y offsets are a multiple of 2 (like a 64x31 tile).
a bit shift once to the left is equal to muliplying by 2, only faster. so if you bit shift 4 to the left, it's *2*2*2*2, or, *16. In other words, 4 << 3 = 4*2*2*2 = 32
I'm trying to remember where I read this and how it is applied.
When trying to calculate the position offset for blitting tiles, someone suggested bitshifting the values because they're faster than multiplies. I can neither remember who wrote this, or what it was about. Anyone remember which of the original Iso tutorials/articles this was from and what it was about?
You can also bit shift and add the values to come up with others, for instance, to multiply a number by 320:
newvalue = (val << 8) + (val << 6);
newvalue = (val << 8) + (val << 6);
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