4E4RTS

Published June 27, 2005
Advertisement
Refactored the cSDLMap code - now the map data is stored in a vector instead of a list, thus granting be both sequential and random-access powers.

Which is nice when it comes to culling, and fixes some fundamental flaws I would have encountered during gameplay programming (ie, whether or not a unit is standing in the water)

No noticable fps boost [headshake]
Previous Entry Untitled
0 likes 2 comments

Comments

Ravuya
You wouldn't get an FPS boost; vector is slower and larger than list to the best of my memory. It is a good choice though.
June 28, 2005 01:55 AM
Mushu
I would be able to get an fps boost because the culling function just went from bounds-checking 80*60 tiles sequentially to just rendering the ones necessary via random access.

Apparently, bounding boxes are faster than shit. Holy shit.
June 28, 2005 09:11 AM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Profile
Author
Advertisement

Latest Entries

Untitled

5298 views

Untitled

1043 views

Untitled

1185 views

Untitled

1100 views

Untitled

1145 views

Untitled

1429 views

Untitled

1098 views

Untitled

999 views

Untitled

1003 views

Untitled

1183 views
Advertisement