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Old 06-20-2008, 11:29 PM   #61 (permalink)
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Quote:
Originally Posted by SimReality View Post
The reason was primarily Dream Build Play. Not controls. Not performance. Those were reasons, but neither were the main ones.

I actually had an idea of how to optimize things a bit. I found out that while the Draw method on a gen 2 device is only called 30 times per second (due to the screen refresh rate), Update supposedly still gets called 60 times per second. So if I can move most of the rendering logic to an Update method it should run faster. I'll give it a shot in the next few days to see if it helps at all. I still won't take the shooter project on because DreamBuildPlay gets most of my attention days. But I'll update RaycasterX if it works.
Good to hear that you're improving the RaycasterX engine. BTW, DiNoGames has done some modification to the Raycasting X engine and made it much smoother and faster on his zune 8. You can check out his video on youtube by searching "Gold Chase Zune"



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Old 06-21-2008, 04:54 AM   #62 (permalink)
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Originally Posted by SimReality View Post
I actually had an idea of how to optimize things a bit. I found out that while the Draw method on a gen 2 device is only called 30 times per second (due to the screen refresh rate), Update supposedly still gets called 60 times per second.
I did a little test. Increase an integer in Update method. When it reaches 60 then reset it to 0. Draw it in Draw method.

You will see that the value resets every second Which means that update method is called 60 times per second....

So moving calculations to update method should increase performance.

Greetings
Dirk
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Old 06-21-2008, 06:53 AM   #63 (permalink)
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wow that's pretty cool
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Old 06-21-2008, 11:00 AM   #64 (permalink)
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There's a new download in the Source Code area for RaycasterX that includes the changes. It seemed (though I didn't test that thoroughly nor really measure the FPS) to help out on my 8GB Zune by moving all the math to Update instead of Draw. So anyone building with RaycasterX will likely want to update to the new version found here: http://www.codeplex.com/raycasterx/S...leCommits.aspx.



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Old 06-21-2008, 11:35 AM   #65 (permalink)
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There's a new download in the Source Code area for RaycasterX that includes the changes. It seemed (though I didn't test that thoroughly nor really measure the FPS) to help out on my 8GB Zune by moving all the math to Update instead of Draw. So anyone building with RaycasterX will likely want to update to the new version found here: http://www.codeplex.com/raycasterx/S...leCommits.aspx.
Just tried it out on my 8GB and with the FPS counter on and it seems to be about the same.



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Old 06-21-2008, 12:13 PM   #66 (permalink)
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Can't see a performance boost on the 30, too. I will try on my 80 now...

EDIT:
Hmmm... hard to tell.... I guess it runs smooth enough, but when the enemys are near, the same performance dropdown is noticeable (of course, because you didn't change sprite drawing).

Do you plan to add a "sprite-class" that does not act like billboards? I mean things that stay in correct perspective and are not always faced to the camera?

And what about sprites that we can position correct? At the moment a sprite is rendered in dimensions like a wall tile... and we have to adjust the sprite size within the sprite graphic to make is smaller or bigger... but I would like to be able to e.g. let a ball bounce.... any plans on that?

Best regards,
Dirk

PS: Thank you for working on this... its really helpful in many manners...
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Last edited by DiNoGames : 06-21-2008 at 12:25 PM.







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Old 06-21-2008, 01:57 PM   #67 (permalink)
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I see a little bit of improvement on my zune 30 when I load in excess of 100 sprites in the game at a time.
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Old 06-21-2008, 02:21 PM   #68 (permalink)
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But he didn't do anything on sprite processing/rendering
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Old 06-21-2008, 02:25 PM   #69 (permalink)
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Last time i tried loading more than 100 sprites in a map, the zune kinda froze when i got really close. But when I used the new source code, it didn't freeze. Maybe it was just an random error. I'm not sure. I'll try again.
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Old 06-21-2008, 02:27 PM   #70 (permalink)
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Quote:
Originally Posted by DiNoGames View Post
Do you plan to add a "sprite-class" that does not act like billboards? I mean things that stay in correct perspective and are not always faced to the camera?

And what about sprites that we can position correct? At the moment a sprite is rendered in dimensions like a wall tile... and we have to adjust the sprite size within the sprite graphic to make is smaller or bigger... but I would like to be able to e.g. let a ball bounce.... any plans on that?

Best regards,
Dirk
I currently have no plans to work on RaycasterX. I might, at some point in the future, put more work into it, but I don't plan to have regular updates at all. I only did this update to try and make performance better.



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Old 06-21-2008, 02:32 PM   #71 (permalink)
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Ok.... so I guess its a task for the community ............... if there is the ressources (manpower and knowledge).... any maths genius onboard?
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Old 06-21-2008, 02:38 PM   #72 (permalink)
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depends what math needs to be done, I'm currently in the middle of A-level maths mechanics and statistics work to help with my Physics A-level, but I have no knowledge of C# if that would be needed
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Old 06-21-2008, 04:14 PM   #73 (permalink)
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Hmmm.... you could take a look at the Raycastengine and see if you understand the maths.... there is nothing special to it, but if you understand that, you might be able to help....
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Old 06-23-2008, 07:58 AM   #74 (permalink)
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2 questions where can i down load it and when??



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Old 06-23-2008, 08:11 AM   #75 (permalink)
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either way both you guys did a good job. keep it up.
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Old 06-23-2008, 12:04 PM   #76 (permalink)
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2 questions where can i down load it and when??
Try reading the thread next time.




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