Hey folks!
I would like to give you a sneak peak at my new blog at
https://BeyondTheBlur.wordpress.com.
I will post some tutorials on SFML.Net there and there is also a SFML (C++ this time) world generator in the making. We are producing articles right now and scheduling them for the beginning of August. I will build a framework on top of SFML for rapid prototyping and building a bunch of useful snippets as we advance in the series.
At the moment I am working on batched drawing with a spritebatch and got some impressive results.
I am rendering 32x32 px objects, all with a single colored texture and monitoring the time from starting to draw until drawing is finished (no event polling ecetera pp). The time is milliseconds per frame. Here is what I got:
- 100 objects: Normal: <0.1 ms/f | Spritebatch: <0.1 ms/f
- 1000 objects: Normal: ~7 ms/f | Spritebatch: <0.1 ms/f
- 10000 objects: Normal: ~90 ms/f | Spritebatch: ~9 ms/f
- 100000 objects: Normal: >1100 ms/f | Spritebatch: ~100 ms/f
Basically I´m writing every texture I load into a texture atlas and use vertex quads to draw them. As my graphic objects just need to save a texture position they are really lightweight.
I think I will cover this at the end of August, as I need to add some features and polish the whole thing. Feedback and feature suggestions are highly welcome
Regards floAr