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Ibanez

Sprite Routine efficiency

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I gotta question.... My arkanoid/breakout clone redraws all the blocks on screen every frame, but when I have quite a few being displayed (usually about 200-300 on a full screen worth) the game slows down noticeably. Is this kind of figure typical of what I might get on my mid-spec system (P3-500, TNT2, etc)? or is my sprite routine horribly inefficient? How many sprites can you guys get with your sprite routines?

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Are you using OpenGL or Direct3D?? How are yu going about the sprite drawing? (Bitmaps?)

I found when i breifly made a sprite engine that textured quads was a very fast way to do it. Textured triangles would be faster (quads are allways actually two triangles) but i found getting the sprite to appear on the triangle properly was difficult.

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Oh yeah thats horribly inefficient. If you use my FPS technique (c) (see the other thread on fps) you will get a much higher frame rate

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Oh yeah, I should have mentioned, im using VC++ with DX8 and Im using textured quads! So I guess I should be able to have tons more!

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Try using only 1 DrawPrimitive call per texture.. That should speed it up a whole lot.

I'm assuming you call DrawPrimitive once for every quad, which isn't too speedy.

Orbitalx

Edited by - Orbitalx on November 2, 2001 4:57:58 PM

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