Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

flareman

Rendering tiles in Map Editor w/DX8.0, are frame rates low?

This topic is 5225 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Okay good people, some help here... I''m stumped I was coding a 2D FFlike RPG same months ago, but I had to stop. It is to run in 640x480 fullscreen with 32x32 tiles - I wrote a preliminary gfx engine and tried to run some test drives, but the frame rate was abysmally slow on my PII350... we''re talking about 20x15x4=1200 tiles per cycle, multiplied by two triangles per tile, that gives us almost 2500 polygons per frame... the fps was terribly low (note that the engine also implemented animated tiles, and when these were used, the framerate dipped even lower)... I am perplexed; how is it that a simple 2d tile map editor performs so awfully while other applications, using tons of 2d graphics run at full-speed? Note here that I didn''t use anything like ID3DXSprite8 or sth similar, I coded the rendering routines w/ buffers and all the whistles and bells and optimized where I could... any ideas? (Sorry I can''t post any code now, it''s pretty messy in my archive and I don''t especially savor the idea of diving in there yet Thanks in advance, Flare -----------<<>>----------- Flareman (a.k.a Ga1adaN) Primus ante Adain flareman@freemail.gr -----------<<>>------------

Share this post


Link to post
Share on other sites
Advertisement
check your harddrive space and memory usage when the program is running. i was doing a tile thing a while back and accidently had it creating new textures every frame and not freeing them. completely filled my memory and harddrive space.

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
The first thing that comes to my mind is put all your tiles into one big texture, instead of having lots of little 32x32 textures - if you''re not already doing that. This way you don''t have to change your texture for each tile, something that could be very slow. I''m working on 2d stuff right now, and I''m making it so that all the tiles for each layer have to come from one texture. I don''t have any numbers to give you, but it''s plenty fast.

Share this post


Link to post
Share on other sites
Will check hdd space and memory, even though I doubt I''ll fing anything, I had checked the code for such leaks a gazillion times back then... as for textures, done already chief all tiles are in one big file, exactly so that each layer has one big tecture resource, whence tiles are pulled at rendertime by using vertex buffers with the right U-V coordinates... for some unknown reason, when the layers go above 2 or 3 the program goes ga-ga - and I can''t reliably use me current AthlonXP1.8 cause it''s a processing beast and if the program doesn''t lag it doesn''t guarantee fast execution on lower-end machines...

Thanks though any other suggestions?
Flr

-----------<<>>-----------
Flareman (a.k.a Ga1adaN)
Primus ante Adain
flareman@freemail.gr
-----------<<>>------------

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!