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Old 06-17-2008, 08:40 PM   #41 (permalink)
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fixed the code
//add some sprites to the level
sprites.Add(new Sprite(new Vector2(3.5f, 3.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(4.5f, 4.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(5.5f, 5.5f), Content.Load<Texture2D>("Sprites/devil")));


I don't know why there was // in the front

anyways.. it doesn't lag even in debug mode...

I"m trying it again without the debug mode and see if there are any improvements

I'm gona try 6 sprites in a row
//add some sprites to the level
sprites.Add(new Sprite(new Vector2(3.5f, 3.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(4.5f, 4.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(5.5f, 5.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(6.5f, 6.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(7.5f, 7.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(8.5f, 8.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(9.5f, 9.5f), Content.Load<Texture2D>("Sprites/devil")));

Last edited by jackluo923; 06-17-2008 at 08:42 PM.




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Old 06-17-2008, 08:43 PM   #42 (permalink)
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Quote:
Originally Posted by SimReality View Post
I'm not releasing the code from ZuneShooter except for what was included with RaycasterX. Sorry.
I understand.
i would be sooo happy if someone gets something working with your engine though. Jacklou's maze idea seems like it could turn out great.
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Old 06-17-2008, 08:44 PM   #43 (permalink)
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Quote:
Originally Posted by Robert13 View Post
I understand.
i would be sooo happy if someone gets something working with your engine though. Jacklou's maze idea seems like it could turn out great.
I'm already done the maze game. BTW.. you spelled my name wrong.

Edit.. i think the FPS drops to about 15-30fps when i put 6 sprites in a row. But it is still very playable.

Edit again... the FPS drops to that speed only if I walk through them. If i walk beside them, it's the same fps as if I only used 1 sprite.

Would you like me to post up a youtube video?

Last edited by jackluo923; 06-17-2008 at 08:51 PM.




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Old 06-17-2008, 08:52 PM   #44 (permalink)
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Quote:
Originally Posted by jackluo923 View Post
I'm already done the maze game. BTW.. you spelled my name wrong.

Edit.. i think the FPS drops to about 15-30fps when i put 6 sprites in a row. But it is still very playable.

Edit again... the FPS drops to that speed only if I walk through them. If i walk beside them, it's the same fps as if I only used 1 sprite.

Would you like me to post up a youtube video?
I dont think you did what Nick asked.
You put all of them in 1 layer(technically) since you put all of them straight behind each other. Move the ones behind the first ones off center, so that you can see part of them but part of them stay hidden behind the first
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Old 06-17-2008, 09:01 PM   #45 (permalink)
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I"ll just post up a video and let you guys judge. I think i did what Nick asked because I walked in a path where most of the sprites were visible. The video has about 30 sprites in a row. And it only showed minimum lagging when I go between them.

Here's the code for the spites in the video:
//add some sprites to the level
sprites.Add(new Sprite(new Vector2(3.5f, 3.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(4.5f, 4.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(5.5f, 5.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(6.5f, 6.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(7.5f, 7.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(8.5f, 8.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(9.5f, 9.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(10.5f, 10.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(11.5f, 11.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(12.5f, 12.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(13.5f, 13.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(14.5f, 14.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(15.5f, 15.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(15.5f, 16.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(17.5f, 17.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(18.5f, 18.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(19.5f, 19.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(5.5f, 3.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(6.5f, 4.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(7.5f, 5.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(8.5f, 6.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(9.5f, 7.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(10.5f, 8.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(11.5f, 9.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(12.5f, 10.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(13.5f, 11.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(14.5f, 12.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(15.5f, 13.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(16.5f, 14.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(17.5f, 15.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(18.5f, 16.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(19.5f, 17.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(20.5f, 18.5f), Content.Load<Texture2D>("Sprites/devil")));
sprites.Add(new Sprite(new Vector2(21.5f, 19.5f), Content.Load<Texture2D>("Sprites/devil")));

Last edited by jackluo923; 06-17-2008 at 09:07 PM.




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Old 06-17-2008, 09:32 PM   #46 (permalink)
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Yes please post a video.

Edit:sorry about misspelling name
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Last edited by Robert13; 06-17-2008 at 09:34 PM.



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Old 06-17-2008, 09:34 PM   #47 (permalink)
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+ YouTube Video
ERROR: If you can see this, then YouTube is down or you don't have Flash installed.


Have fun




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Old 06-17-2008, 09:41 PM   #48 (permalink)
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Oh.
looks lagless.
Add a gun and mow em' down. haha
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Old 06-17-2008, 09:47 PM   #49 (permalink)
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So... LedZepp.. is the thing in youtube video the thing i'm suppose to do (making more than one sprite appear at the same time)?




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Old 06-17-2008, 10:29 PM   #50 (permalink)
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Notice when you rotate across all of them it stutters? That's the performance hit I was seeing. The sprites are a bit larger on the screen at that point so there are more pixels being blended.



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Old 06-17-2008, 10:42 PM   #51 (permalink)
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I think there are more than 10 sprites showing at a time and that's what caused the "lag". The lag isn't very noticible and most people will consider it very playable. Also in a real game setting, it's pretty hard to get 10 sprites showing at a time thus the game should be at least playable.




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Old 06-17-2008, 10:46 PM   #52 (permalink)
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Well then it might be another example of the 30GB being faster than the 8GB. Then again, your sprites aren't covering much of the screen. Therefore it's not blending that many of the pixels.

Mine dropped a lot just from having three sprites on screen. But all three filled a lot of the screen thus causing lots of blending. Hence why mine slowed way down. Try walking right up to one and having it fill the screen with the others behind it.

Not to mention this "lag" is a complete stop in rotation. That's really noticeable to me anyway. I would hate to be playing a shooter, be turning to shoot a guy, and have everything pause for a second.

Last edited by SimReality; 06-17-2008 at 10:48 PM.



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Old 06-17-2008, 10:48 PM   #53 (permalink)
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I'm gona try a bigger sprite and see how well the zune does. Hopefully the result will be better than zune 8.

I'm gona try 320x320 sprites and test it right now.

Last edited by jackluo923; 06-17-2008 at 10:53 PM.




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Old 06-17-2008, 10:49 PM   #54 (permalink)
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It doesn't matter how big the actual sprite is. It's how big you render it on the screen that matters. You can use small images, just get up close to them.



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Old 06-17-2008, 10:55 PM   #55 (permalink)
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I'll try getting close to them then and see if the game lags.

Actually getting close to them makes the fps go faster. I'll post up a youtube video for you.

Lagfree FTW!!!

+ YouTube Video
ERROR: If you can see this, then YouTube is down or you don't have Flash installed.

Last edited by jackluo923; 06-17-2008 at 11:27 PM.




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Old 06-18-2008, 04:14 AM   #56 (permalink)
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Quote:
Originally Posted by jackluo923 View Post
I'll try getting close to them then and see if the game lags.

Actually getting close to them makes the fps go faster. I'll post up a youtube video for you.

Lagfree FTW!!!
I still don't think you are really doing what Sim asked for and when I did see what he asked for I noticed some slow down. He's asking you to walk up to the one of the sprites and stop in front of it in such a way that you can see it and the sprites behind it. Then turn the camera view, it should be pretty laggy. However it might be the Zune 30 really is that much faster than the Zune 8gb as I simply placed all the sprites you put in and walked along them like you did and the framerate counter i added dipped down really low. Maybe if you added a framerate counter it'd be easier to tell what kind of fps you are getting through the entire video. The 8, 4, and 80 all share the same processor right?

Last edited by sableholic; 06-18-2008 at 04:32 AM.



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Old 06-18-2008, 10:18 AM   #57 (permalink)
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But you switched the sprites to ones without transparent regions. So it's not really the same.

I'm not saying I'm absolutely right and I want to show the world, but I just want to see how much better the 30GB is over the 4/8/80 since it seems clear (from this post and all the others) that the 30GB is a faster machine.



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Old 06-18-2008, 12:35 PM   #58 (permalink)
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Could anyone post up a large sprite with transparent edges?




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Old 06-18-2008, 01:11 PM   #59 (permalink)
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Quote:
Originally Posted by jackluo923 View Post
Could anyone post up a large sprite with transparent edges?
The size isn't the problem, so you can just use the devil image he had in there to start.



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